The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.02 - March-April (1998 vol.18)
pp: 44-58
ABSTRACT
This article explores the issues related to rendering realistic surfaces using standard texture-mapping hardware. Such hardware enables the rapid rendering of color-mapped surfaces with interpolated surface shading. By computing textures on the fly using new algorithms, this article extends the domain to bump mapping, Phong shading and reflection mapping in combination. The efficiency of the algorithms arises from a combination of caching data in parametric arrays and using tables for fast evaluation of shading functions. These tables are computed efficiently by making use of angular coherence.
INDEX TERMS
texture mapping, bump mapping, displacement mapping, realistic shading, caching, environment mapping, water simulation.
CITATION
Gavin Miller, Mark Halstead, Michael Clifton, "On-the-Fly Texture Computation for Real-Time Surface Shading", IEEE Computer Graphics and Applications, vol.18, no. 2, pp. 44-58, March-April 1998, doi:10.1109/38.656789
REFERENCES
1. E. Catmull, “A Subdivision Algorithm for Computer Display of Curved Surfaces,” PhD thesis, Dept. of Computer Science, Univ. of Utah, Dec. 1974.
2. J.F. Blinn and M.E. Newell, "Texture and Reflection in Computer-Generated Images," Proc. Siggraph 76, Third Annual Conf. on Computer Graphics, Interactive Techniques, and Image Processing, ACM Press, New York, 1976, pp. 542-546.
3. J.F. Blinn, "Simulation of Wrinkled Surfaces," Proc. Siggraph '78, pp. 286-292, 1978.
4. L. Williams, "Pyramidal Parametrics, Computer Graphics," vol. 17, no. 3, pp. 1-11, July 1983.
5. R.L. Cook, “Shade Trees,” Proc. ACM SIGGRAPH, pp. 223-231, 1984.
6. P. Haeberli and M. Segal, "Texture Mapping as Fundamental Drawing Primitive," 4th Eurographics Workshop on Rendering, M.F. Cohen, C. Puech, and F. Sillion, eds., 1993, pp. 259-266.
7. D. Voorhies and J. Foran, "Reflection Vector Shading Hardware," Proc. Siggraph 94, ACM Press, New York, 1994, pp. 163-166.
8. D. Jackèl and H. Rüsseler, "A Real-Time Rendering System with Normal Vector Shading," 9th Eurographics Workshop on Graphics Hardware, 1994, pp. 48-57.
9. I. Ernst et al. "Hardware Bump Mapping: A Step Towards Higher Quality Real-Time Rendering," 10th Eurographics Workshop on Graphics Hardware, 1995, pp. 63-70.
10. A. Lastra et al., "Real-Time Programmable Shaders," Proc. 1995 Symp. on Interactive 3D Graphics, 1995, pp. 59-68.
11. C.H. Séquin and E.K. Smyrl, “Parameterized Ray Tracing,” Computer Graphics (Proc. Siggraph), Vol. 23, No. 3, July 1989, pp. 307-314.
12. P.A. Fletcher and P.K. Robertson, "Interactive Shading for Surface and Volume Visualization on Graphics Workstations," IEEE Visualization 93, IEEE Computer Society Press, Los Alamitos, Calif., 1993.
13. P. Litwinowicz and G. Miller, "Efficient Techniques for Interactive Texture Placement," Computer Graphics, July 1994, pp. 119-122.
14. B. Guenter, T.B. Knoblock, and E. Ruf, "Specializing Shaders," Proc. Siggraph 95, ACM Press, New York, 1995, pp. 343-350.
15. E. Catmull and A.R. Smith, "Three-Dimensional Transformations of Images in Scanline Order," Computer Graphics, vol. 14, no. 3, pp. 279-285, July 1980.
16. P. Heckbert, "Survey of Texture Mapping," IEEE Computer Graphics and Applications, Vol. 6, No. 11, Nov. 1986, pp. 56-67.
17. A. Schilling, G. Knittel, and W. Strasser, Texram: Smart Memory for Texturing IEEE Computer Graphics and Applications, vol. 16, no. 3, pp. 32-41, May 1996.
18. B.-T. Phong, "Illumination for Computer Generated Pictures," Comm. ACM, vol. 18, no. 6, 1975, pp. 311-317.
19. N. Greene, “Environment Mapping and Other Applications of World Projections,” IEEE Computer Graphics and Applications, pp. 21-29, Nov. 1986.
20. J. Arvo., "The Irradiance Jacobian for Partially Occluded Polyhedral Sources," Computer Graphics Proc., Ann. Conf. Series: SIGGRAPH '94,Orlando, Fla. New York: ACM SIGGRAPH, July 1994.
21. G Ward, F. Rubinstein, and R. Clear, "A Ray Tracing Solution for Diffuse Interreflection," Proc. ACM Siggraph, vol. 22, no. 4, 1988, pp. 85-92.
22. M. Deering, “Geometry Compression,” Proc. SIGGRAPH '95, pp. 13-20, 1995.
23. M. Peercy, J. Airey, and B. Cabral, "Efficient Bump Mapping Hardware," Proc. Siggraph 97, ACM Press, New York, 1997, pp. 303-306.
24. M. Kelly, S. Winner, and K. Gould, “A Scalable Hardware Render Accelerator Using a Modified Scanline Algorithm,” Computer Graphics (Proc. Siggraph), Vol. 26, No. 2, July 1992, pp. 241-248.
25. G.S.P. Miller, "Volumetric Hyper Reality: A Computer Graphics Holy Grail for the 21st Century," Proc. Graphics Interface 95, 1995, pp. 56-64.
30 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool