Abstract | ||
---|---|---|
We propose a method for three-dimensional surface details mapping and rendering based on conventional relief texture mapping. The depth extrema of intersection points within a viewing cone are computed and stored in a minmax texture in the preprocessing time. This texture is then used to narrow down the search space of ray-height-field intersection during rendering. As experimental results show, our method presents better visual quality and efficiency than previous proposed related methods[14][3][6][1][12][11][9]. |
Year | DOI | Venue |
---|---|---|
2009 | 10.1109/ICIG.2009.181 | ICIG |
Keywords | Field | DocType |
conventional relief texture mapping,relief texture mapping,depth extremum,minmax texture,improved relief texture mapping,rendering (computer graphics),previous proposed related method,three dimensional surface details mapping,ray-height-field intersection,rendering,three-dimensional surface details mapping,search space,image texture,intersection point,preprocessing time,ray height field intersection,surface texture,real time systems,three dimensional,texture mapping,visualization,psnr,geometry | Texture mapping,Computer vision,Projective texture mapping,Texture compression,Computer science,Image texture,Relief mapping,Artificial intelligence,Rendering (computer graphics),Texture filtering,Viewing cone | Conference |
ISBN | Citations | PageRank |
978-1-4244-5237-8 | 0 | 0.34 |
References | Authors | |
8 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Lo-Wei Lee | 1 | 0 | 0.34 |
Shih-Wei Tseng | 2 | 0 | 0.68 |
Wen-Kai Tai | 3 | 119 | 16.71 |