Real-Time Bump Map Synthesis
dc.contributor.author | Kautz, Jan | en_US |
dc.contributor.author | Heidrich, Wolfgang | en_US |
dc.contributor.author | Seidel, Hans-Peter | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:51Z | |
dc.date.available | 2013-10-28T09:58:51Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to that function. It is also used to shade the generated bump map. The technique allows to infinitely zoom into the surface, because more (consistent) detail can be created on the fly. The shading of such a surface is consistent when displayed at different distances to the viewer (assuming that the surface structure is self-similar). The bump map generation and the shading algorithm can also be used separately. | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH01/109-114 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Graphics processors | en_US |
dc.subject | I.3.3 Computer Graphics | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Bitmap and frame buffer operations | en_US |
dc.subject | L3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | Shading | en_US |
dc.subject | Shadowing and Texture | en_US |
dc.title | Real-Time Bump Map Synthesis | en_US |