A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping

نویسندگان

  • Ying-Chieh Chen
  • Chun-Fa Chang
چکیده

Silhouette is a key feature that distinguishes displacement mapping from normal mapping. However the silhouette rendering in the GPU implementation of displacement mapping (which is often called inversed displacement mapping) is tricky. Previous approaches rely mostly on construction of additional extruding prism-like geometry, which slows down the rendering significantly. In this paper, we proposed a method for solving the silhouette rendering problem in inverse displace mapping without using any extruding prism-like geometry. At each step of intersection finding, we continuously bends the viewing ray according to the current local tangent space associated with the surface. Thus, it allows mapping a displacement map onto an arbitrary curved surface with more accurate silhouette. While our method is simple, it offers surprisingly good results over Curved Relief Map (CRM) [OP05] in many difficult or degenerated cases.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Inverse 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 ca...

متن کامل

Compression of View Dependent Displacement Maps

Texture is important to enhance realism in surface representations for computer graphics and vision. View dependent displacement mapping (VDM) is proposed recently to give the effects of shadow, occlusion and silhouette, since traditional texture mapping can not produce all of these effects. Also, VDM can be viewed as a data structure to encode the texture geometry and exploit the modern graphi...

متن کامل

A Three-tier Hierarchical Model for Capturing and Rendering of 3D Geometry and Appearance from 2D Images

We propose a three-scale hierarchical representation of scenes and objects and show how this representation is suitable for both computer vision capture of models from images and efficient photo-realistic graphics rendering. The model consists of: (1) a conventional triangulated geometry on the macro-scale; (2) a displacement map, introducing pixel-wise depth with respect to each planar model f...

متن کامل

Silhouette Mapping

Recent image-based rendering techniques have shown success in approximating detailed models using sampled images over coarser meshes. One limitation of these techniques is that the coarseness of the geometric mesh is apparent in the rough polygonal silhouette of the rendering. In this paper, we present a scheme for accurately capturing the external silhouette of a model in order to clip the app...

متن کامل

Real-Time Shadow Volume Algorithm for Subdivision Surface Based Models

This paper presents a purely hardware-accelerated shadow volume algorithm for subdivision surface based models. By introducing SP (subdivision patterns), all procedures, including subdivision evaluation, silhouette extraction, shadow volume generation, and shadow rendering are executed on GPU (Graphics Process Units) efficiently. This not only alleviates the burden of CPU, but also guarantees t...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • Comput. Graph. Forum

دوره 27  شماره 

صفحات  -

تاریخ انتشار 2008