Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Interactive modeling of topologically complex geometric detail
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
ACM SIGGRAPH 2006 Research posters
Practical parallax occlusion mapping with approximate soft shadows for detailed surface rendering
ACM SIGGRAPH 2006 Courses
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive refractions with total internal reflection
GI '07 Proceedings of Graphics Interface 2007
Rendering 3D volumes using per-pixel displacement mapping
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Programmable shaders for deformation rendering
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Indirection mapping for quasi-conformal relief texturing
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Solid height-map sets: modeling and visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Multi-layer pyramidal displacement mapping
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Real-time lens blur effects and focus control
ACM SIGGRAPH 2010 papers
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
Multiple layer displacement mapping with lossless image compression
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
Quad-Tree atlas ray casting: a GPU based framework for terrain visualization and its applications
Transactions on Edutainment VII
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Feature-Preserving Displacement Mapping With Graphics Processing Unit (GPU) Tessellation
Computer Graphics Forum
Accurate and efficient rendering of detail using directional distance maps
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Instant convolution shadows for volumetric detail mapping
ACM Transactions on Graphics (TOG)
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The ability to represent non-height-field mesostructure details is of great importance for rendering complex surface patterns, such as weave and multilayer structures. Currently, such representations are based on the use of 3D textures or large datasets of sampled data. While some of the 3D-texture-based approaches can achieve interactive performance, all these approaches require large amounts of memory. We present a technique for mapping non-height-field structures onto arbitrary polygonal models in real time, which has low memory requirements. It generalizes the notion of relief mapping to support multiple layers. This technique can be used to render realistic impostors of 3D objects that can be viewed from close proximity and from a wide angular range. Contrary to traditional impostors, these new one-polygon representations can be observed from both sides, producing correct parallax and views that are consistent with the observation of the 3D geometry they represent.