Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Toolglass and magic lenses: the see-through interface
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Proceedings of the 9th annual ACM symposium on User interface software and technology
RFIG lamps: interacting with a self-describing world via photosensing wireless tags and projectors
ACM SIGGRAPH 2004 Papers
Interactive Perspective Cut-away Views for General 3D Scenes
3DUI '06 Proceedings of the 3D User Interfaces
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We present a method for sharing visual information in 3D virtual environments, using a projective texture mapping based method. Avatars can share information with other avatars by projecting relevant information into the environment. In addition to standard projective texture mapping, an important depth cue is added: projected light is attenuated in function of the light-travel distance. This is efficiently accomplished on a per vertex basis by adaptively super-sampling under-sampled polygons. This way, the projection quality is maximized while keeping a fixed frame rate. Our technique is implemented into the Quake III engine, extending its shading language with GLSL fragment and vertex shaders.