dc.contributor.author | Ji, Zhongping | en_US |
dc.contributor.author | Sun, Xianfang | en_US |
dc.contributor.author | Li, Shi | en_US |
dc.contributor.author | Wang, Yigang | en_US |
dc.contributor.editor | Thomas Funkhouser and Shi-Min Hu | en_US |
dc.date.accessioned | 2015-03-03T12:41:43Z | |
dc.date.available | 2015-03-03T12:41:43Z | |
dc.date.issued | 2014 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12433 | en_US |
dc.description.abstract | To design a bas-relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate this interaction. This paper proposes a two-scale bas-relief modeling method, which is computationally efficient and easy to produce different styles of bas-reliefs. The input 3D scene is first rendered into two textures, one recording the depth information and the other recording the normal information. The depth map is then compressed to produce a base surface with level-of-depth, and the normal map is used to extract local details with two different schemes. One scheme provides certain freedom to design bas-reliefs with different visual appearances, and the other provides a control over the level of detail. Finally, the local feature details are added into the base surface to produce the final result. Our approach allows for real-time computation due to its implementation on graphics hardware. Experiments with a wide range of 3D models and scenes show that our approach can effectively generate digital bas-reliefs in real time. | en_US |
dc.publisher | The Eurographics Association and John Wiley and Sons Ltd. | en_US |
dc.title | Real-time Bas-Relief Generation from Depth-and-Normal Maps on GPU | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |