Computer Graphics Forum · 1991 · 53 citations · 6 references
ArchitectureVisualization3D ModelingDigital RenderingRendering3D RenderingGeometry ProcessingRay TracingRendering PipelineSurface RenderingTexture MappingDisplacementDisplacement MappingIntersection ComputationInverse RenderingRay CastingRay Tracing For ShadowsSurface Displacement Mapping
Inverse displacement mapping is a variant of displacement mapping which does not actually perturb the geometry of the surface being mapped. It is thus a true texture mapping technique which can be applied during rendering without breaking viewing pipeline discipline. The method works by first projecting probing rays into texture space and solving for a ray‐texture intersection there. Shadows can also be determined by mapping a probe from the intersection point towards the light source into texture space and seeing if an intersection results. Our implementation uses as much knowledge about the base surface as possible to speed up the ray‐surface intersection calculation. We have limited our treatment to spheres, cones, cylinders and planes, and our rendering method to ray casting, in order to contain the scope of this work up to the present. The inverse displacement mapping technique can, however, be applied more widely, for example as part of a full ray‐tracer, and also as part of the rendering pipeline for a wider class of smooth surfaces.
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Models of light reflection for computer synthesized pictures
J.F. Blinn · 1977 · 966 citations
A subdivision algorithm for computer display of curved surfaces.
Edwin Catmull · 1974 · 722 citations
Simulation of wrinkled surfaces
J.F. Blinn · ACM SIGGRAPH Computer Graphics · 1978 · 311 citations
Geoffrey Y. Gardner · ACM SIGGRAPH Computer Graphics · 1985 · 280 citations · Full text
Horizon mapping: shadows for bump-mapped surfaces
Nelson Max · The Visual Computer · 1988 · 123 citations