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dc.contributor.authorKautz, Janen_US
dc.contributor.authorHeidrich, Wolfgangen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:51Z
dc.date.available2013-10-28T09:58:51Z
dc.date.issued2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH01/109-114en_US
dc.description.abstractIn this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to that function. It is also used to shade the generated bump map. The technique allows to infinitely zoom into the surface, because more (consistent) detail can be created on the fly. The shading of such a surface is consistent when displayed at different distances to the viewer (assuming that the surface structure is self-similar). The bump map generation and the shading algorithm can also be used separately.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectGraphics processorsen_US
dc.subjectI.3.3 Computer Graphicsen_US
dc.subjectPicture/Image Generationen_US
dc.subjectBitmap and frame buffer operationsen_US
dc.subjectL3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectShadingen_US
dc.subjectShadowing and Textureen_US
dc.titleReal-Time Bump Map Synthesisen_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US


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