dc.contributor.author | Magda, Sebastian | en_US |
dc.contributor.author | Kriegman, David | en_US |
dc.contributor.editor | Tomas Akenine-Moeller and Wolfgang Heidrich | en_US |
dc.date.accessioned | 2014-01-27T14:55:23Z | |
dc.date.available | 2014-01-27T14:55:23Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-35-5 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGWR/EGSR06/019-029 | en_US |
dc.description.abstract | Volumetric texturing is a popular technique for rendering rich 3-D detail when a polygonal surface representation would be ineffective. Although efficient algorithms for rendering volumetric textures have been known for years, capturing the richness of a real-life volumetric materials remains a challenging problem. In this paper we propose a technique for generating a volumetric representation of a complex 3-D texture with unknown reflectance and structure. From acquired reflectance data in the form of a 6-D Bidirectional Texture Function (BTF), the proposed algorithm creates an efficient volumetric representation in the form of a stack of semi-transparent layers each representing a slice through the texture s volume. In addition to negligible storage requirements, this representation is ideally suited for hardware-accelerated real-time rendering. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture | en_US |
dc.title | Reconstruction of Volumetric Surface Textures for Real-Time Rendering | en_US |
dc.description.seriesinformation | Symposium on Rendering | en_US |