Title: | Normal mapping for surfel-based rendering |
Authors: | Holst, Mathias Schumann, Heidrun |
Citation: | Journal of WSCG. 2007, vol. 15, no. 1-3, p. 9-16. |
Issue Date: | 2007 |
Publisher: | Václav Skala - UNION Agency |
Document type: | článek article |
URI: | http://hdl.handle.net/11025/1420 http://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip |
ISBN: | 978-80-86943-00-8 |
ISSN: | 1213-6972 (hardcopy) 1213-6964 (online) 1213-6980 (CD-ROM) |
Keywords: | normálové mapování;programování grafických procesorů |
Keywords in different language: | normal mapping;GPU programming |
Abstract: | On the one hand normal mapping is a common technique to improve normal interpolation of low tesselated triangle meshes for a realistic lighting. On the other hand today’s graphics hardware allows texturing of view plane aligned point primitives. In this paper we illustrate how to use textured points together with normal mapping to increase surfel splatting quality, especially when using larger splats on lower level of detail. In combination with a silhouette refinement this results in a significant decimation of needed surfels with small visual disadvantages only. Furthermore, we explain how to create a normal map for points within a point hierarchy. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | Volume 15, number 1-3 (2007) |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
Holst.pdf | Plný text | 360,24 kB | Adobe PDF | View/Open |
Holst_prezentace.ppt | Prezentace | 1,48 MB | Microsoft Powerpoint | View/Open |
Holst_video.avi | Video | 22,85 MB | AVI | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/1420
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.