A post-processing decal texture mapping algorithm on graphics hardware

  • Authors:
  • Wang Jing;Che YingHui;Hao AiMin

  • Affiliations:
  • BeiHang University;BeiHang University;BeiHang University

  • Venue:
  • Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
  • Year:
  • 2006

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Abstract

This paper discusses the problem of decal texture mapping onto arbitrary surfaces. Most of the current applications using decal textures are using sub-face projection or multi-layer texture blending technique to resolve this problem. Both of these methods are heavy loaded on CPU and the rendering speed is directly related to the number of the decals. In our approach, a post-processing decal texture mapping algorithm is used to blend the decals into frame buffer after the main rendering stage and implemented as a procedural texture fragment shader on the GPU. Our algorithm fully utilized the parallelism nature of GPU, and achieved a comparable high real-time rendering performance.