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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.
texture mapping, bump mapping, displacement mapping, realistic shading, caching, environment mapping, water simulation.

G. Miller, M. Clifton and M. Halstead, "On-the-Fly Texture Computation for Real-Time Surface Shading," in IEEE Computer Graphics and Applications, vol. 18, no. , pp. 44-58, 1998.
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