Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering

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Date
1995
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
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.
Description

        
@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
} }
Citation