Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering
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Date
1995Author
Emst, I.
Jackel, D.
Riisseler, H.
Wittig, O.
Metadata
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Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real· time. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled color ful surfaces. Using a simplified bump mapping method we first suc ceeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model.Applying several improvements to our former Phong shading hard ware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architec ture, including reflectance cubes to support a local viewer, a Taylor series based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.
BibTeX
@inproceedings {10.2312:EGGH:EGGH95:063-070,
booktitle = {Tenth Eurographics Workshop on Graphics Hardware},
editor = {W. Strasser},
title = {{Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering}},
author = {Emst, I. and Jackel, D. and Riisseler, H. and Wittig, O.},
year = {1995},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {-},
DOI = {10.2312/EGGH/EGGH95/063-070}
}
booktitle = {Tenth Eurographics Workshop on Graphics Hardware},
editor = {W. Strasser},
title = {{Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering}},
author = {Emst, I. and Jackel, D. and Riisseler, H. and Wittig, O.},
year = {1995},
publisher = {The Eurographics Association},
ISSN = {-},
ISBN = {-},
DOI = {10.2312/EGGH/EGGH95/063-070}
}