Results 1 -
5 of
5
A Practical and Robust Bump-mapping Technique for Today's GPUs
, 2000
"... Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface's irregular lighting appearance without ..."
Abstract
-
Cited by 44 (0 self)
- Add to MetaCart
Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface's irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageous because it can decouple a texture-based description of small-scale surface irregularities used for per-pixel lighting computations from the vertexbased description of large-scale object shape required for efficient transformation and rasterization. This paper describes a practical and robust bump-mapping technique suited for the capabilities of today's Graphics Processor Units (GPUs).
Efficient Bump Mapping Hardware
, 1997
"... We present a bumpmappingmethod that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly per-pixel steps of reconstructing a tangent space and perturbing the interpolated normal vector by a) interpolating vectors that havebeen transformed into tangent space at p ..."
Abstract
-
Cited by 43 (0 self)
- Add to MetaCart
We present a bumpmappingmethod that requires minimal hardware beyond that necessary for Phong shading. We eliminate the costly per-pixel steps of reconstructing a tangent space and perturbing the interpolated normal vector by a) interpolating vectors that havebeen transformed into tangent space at polygon vertices and b) storing a precomputed, perturbed normal map as a texture. This represents a considerable savings in hardware or rendering speed compared to a straightforward implementation of bump mapping. CR categories and subject descriptors: I.3.3 [Computer Graphics]: Picture/Image generation
The Setup for Triangle Rasterization
, 1996
"... Integrating the slope and setup calculations for triangles to the rasterizer offloads the host processor from intensive calculations and can significantly increase 3D system performance. The processing on the host is greatly reduced and much less data is passed from the host to the graphics subsyste ..."
Abstract
-
Cited by 6 (0 self)
- Add to MetaCart
Integrating the slope and setup calculations for triangles to the rasterizer offloads the host processor from intensive calculations and can significantly increase 3D system performance. The processing on the host is greatly reduced and much less data is passed from the host to the graphics subsystem. A setup architecture handling generalized triangle meshes and computing all necessary parameters for a high-end raster pipeline to generate Gouraud shaded, texture- and bumpmapped triangles is described and its benefits on the final bandwidth are shown. To efficiently compute the slopes and color gradients for each triangle, some implementation aspects on division and multiplication pipelines are discussed. The Setup for Triangle Rasterization Anders Kugler University of Tübingen - Computer Graphics Laboratory (1) (1) Universität Tübingen Wilhelm-Schickard-Institut für Informatik Graphisch-Interaktive Systeme Auf der Morgenstelle 10 D-72076 Tübingen - Germany email: kugler@gris.uni-t...
An Effective Bump Mapping Hardware Architecture Using Polar Coordinate System *
"... Bump mapping is a technique that represents the detailed parts of an object surface, such as the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is very expensive, because a large amount of per pixel computations, including ..."
Abstract
- Add to MetaCart
Bump mapping is a technique that represents the detailed parts of an object surface, such as the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is very expensive, because a large amount of per pixel computations, including the normal vector shading, is required. In this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping algorithm. The proposed architecture reduces the computations to transform the vectors from the object space into the reference space by using a new vector rotation method. It also reduces the computations for the illumination calculation by using the law of cosine. Compared with the previous approaches, the proposed architecture reduces multiplication operations up to 78%.
Mitsubishi Electric Research Laboratories
- in Proceedings of International Symposium on Non-Photorealistic Animation and Rendering (Annecy
, 2002
"... this paper we describe a system to show some limited effects on a static toy-car model and present techniques that can be used in similar setups. Our focus is on creating apparent motion for animation ..."
Abstract
- Add to MetaCart
this paper we describe a system to show some limited effects on a static toy-car model and present techniques that can be used in similar setups. Our focus is on creating apparent motion for animation

