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dc.contributor.authorBhagvat, D.en_US
dc.contributor.authorJeschke, S.en_US
dc.contributor.authorCline, D.en_US
dc.contributor.authorWonka, P.en_US
dc.date.accessioned2015-02-23T09:30:04Z
dc.date.available2015-02-23T09:30:04Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01420.xen_US
dc.description.abstractThis paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief-mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleGPU Rendering of Relief Mapped Conical Frustaen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number8en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01420.xen_US
dc.identifier.pages2131-2139en_US


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