Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Simulation of wrinkled 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
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Technical Section: Real-time path-based surface detail
Computers and Graphics
Efficient rendering of animated characters through optimized per-joint impostors
Computer Animation and Virtual Worlds
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Relief mapping is an image based technique for rendering surface details. It simulates depth on a polygonal model using a texture that encodes surface height. The presented method incorporates a quadtree structure to achieve a theoretically proven performance between Ω(log(p)) and O(√p) for computing the first intersection of a ray with the encoded surface, where p is the number of pixels in the used texture. In practice, the performance was found to be close to log(p) in most cases. Due to the hierarchical nature of our technique, the algorithm scales better than previous comparable techniques and therefore better accommodates to future games and graphics hardware. As the experimental results show, quadtree relief mapping is more efficient than previous techniques when textures larger than 512x512 are used. The method correctly handles self-occlusions, shadows, and irregular surfaces.