Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering

dc.contributor.authorEmst, I.en_US
dc.contributor.authorJackel, D.en_US
dc.contributor.authorRiisseler, H.en_US
dc.contributor.authorWittig, O.en_US
dc.contributor.editorW. Strasseren_US
dc.date.accessioned2014-02-06T14:30:49Z
dc.date.available2014-02-06T14:30:49Z
dc.date.issued1995en_US
dc.description.abstractToday's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real· time. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled color­ ful surfaces. Using a simplified bump mapping method we first suc­ ceeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model.Applying several improvements to our former Phong shading hard­ ware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architec­ ture, including reflectance cubes to support a local viewer, a Taylor­ series based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.en_US
dc.description.seriesinformationTenth Eurographics Workshop on Graphics Hardwareen_US
dc.identifier.isbn-en_US
dc.identifier.issn-en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH95/063-070en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectbump mappingen_US
dc.subjectreflectance cubeen_US
dc.subjectnormal vector interpolationen_US
dc.subjecthardware divisionen_US
dc.subjectlocal vieweren_US
dc.subjectunlimited colored light­ sourcesen_US
dc.subjectPhong shadingen_US
dc.subjectrealen_US
dc.subjecttime renderingen_US
dc.titleHardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Renderingen_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
063-070.pdf
Size:
1.66 MB
Format:
Adobe Portable Document Format