2005 · 214 citations · 22 references
ArchitectureArchitectural VisualizationComputer GraphicsGeometric ModelingRendering3D RenderingGeometry ProcessingSurface ReconstructionSurface RenderingSurface ShadingTexture MappingAccelerated Ray TracingPer-pixel LightingPolygonal RepresentationPolygonal Surface ReconstructionReal-time ProcessingRelief RepresentationRelief TextureShaded Relief
This paper presents a technique for mapping relief textures onto arbitrary polygonal models in real time. In this approach, the mapping of the relief data is done in tangent space. As a result, it can be applied to polygonal representations of curved surfaces producing correct self-occlusions, interpenetrations, shadows and per-pixel lighting effects. The approach can be used to consistently add surface details to geometric models undergoing deformations, such as in the case of animated characters commonly found in games. The technique uses an inverse formulation (i.e., pixel driven) based on an efficient ray-height-field intersection algorithm implemented on the GPU. It supports extreme close-up views of the surfaces, mip mapping and anisotropic texture filtering. Also, contrary to high-dimensional representations of surface details, the low memory requirements of the proposed technique do not restrict its use to tiled textures.
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Jonathan Shade, Steven J. Gortler, Li-wei He et al. · 1998 · 1.1K citations · Full text
Casting curved shadows on curved surfaces
Lance R. Williams · 1978 · 830 citations
A subdivision algorithm for computer display of curved surfaces.
Edwin Catmull · 1974 · 722 citations
Lance R. Williams · 1983 · 721 citations · Full text
Simulation of wrinkled surfaces
J.F. Blinn · 1978 · 711 citations