Real-time path-based surface detail
dc.contributor.author
dc.date.accessioned
2018-11-22T12:06:48Z
dc.date.available
2018-11-22T12:06:48Z
dc.date.issued
2010-08-01
dc.identifier.issn
0097-8493
dc.identifier.uri
dc.description.abstract
We present a GPU algorithm to render path-based 3D surface detail in real-time. Our method models these features using a vector representation that is efficiently stored in two textures. First texture is used to specify the position of the features, while the second texture contains their paths, profiles and material information. A fragment shader is then proposed to evaluate this data on the GPU by performing an accurate and fast rendering of the details, including visibility computations and antialiasing. Some of our main contributions include a CSG approach to efficiently deal with intersections and similar cases, and an efficient antialiasing method for the GPU. This technique allows application of path-based features such as grooves and similar details just like traditional textures, thus can be used onto general surfaces
dc.format.mimetype
application/pdf
dc.language.iso
eng
dc.publisher
Elsevier
dc.relation.isformatof
Preprint del document publicat a: https://doi.org/10.1016/j.cag.2010.04.001
dc.relation.ispartof
© Computers and Graphics (Pergamon), 2010, vol. 34, núm. 4, p. 430-440
dc.relation.ispartofseries
Articles publicats (D-IMA)
dc.rights
Tots els drets reservats
dc.subject
dc.title
Real-time path-based surface detail
dc.type
info:eu-repo/semantics/article
dc.rights.accessRights
info:eu-repo/semantics/openAccess
dc.type.version
info:eu-repo/semantics/submittedVersion
dc.identifier.doi
dc.identifier.idgrec
015227
dc.type.peerreviewed
peer-reviewed