Improved Relief Tezture Mapping Using Minmaz Tezture
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 methods1436112119.
Lo-Wei Lee Shih-Wei Tseng Wen-Kai Tai
Department of Computer Science and Information Engineering, National Dong Hwa University 1, Sec. 2, Da Hsueh Rd., Shou-Feng, Hualien, 974, Taiwan, Republic of China
国际会议
The Fifth International Conference on Image and Graphics(第五届国际图像图形学学术会议 ICIG 2009)
西安
英文
547-552
2009-09-20(万方平台首次上网日期,不代表论文的发表时间)