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Relief mapping (computer graphics)

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This is an old revision of this page, as edited by Qwyrxian (talk | contribs) at 06:36, 18 February 2011 (Take out paragraph describing where this ''isn't'' used; move another sentence up to first paragraph and convert EL to citation to support it). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

In computer graphics, relief mapping is an texture mapping technique used to render the surface details of three dimensional objects accurately and efficiently.[1] It can produce accurate depictions of self-occlusion, self-shadowing, and parallax.[2] It is as form of short-distance raytrace done on a pixel shader.[citation needed]

Recently Pamplona et al.[3] published a new technique which animates relief impostors, billboards with normal mapping, displacement maps, or any other texture-based resolution-independent representation. The animation is encoded using an RBF representation, which is saved into a texture. At runtime, the RBF texture is used to warp the relief texture on the GPU producing the desired animation. The proposed technique preserves the relief-impostor properties, allowing the viewer to observe changes in occlusion and parallax during the animation. It can be used produce real-time realistic animations of live and moving objects undergoing repetitive motions.

See also

References

  1. ^ Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games: 155–162. 2005 http://www.inf.ufrgs.br/~comba/papers/2005/rtrm-i3d05.pdf. {{cite journal}}: Missing or empty |title= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  2. ^ "'Relief Mapping of Non-Height-Field Surface Details". Proceedings of the 2006 symposium on Interactive 3D graphics and games. 2006. {{cite journal}}: |access-date= requires |url= (help); Unknown parameter |coauthors= ignored (|author= suggested) (help)
  3. ^ Pamplona, Vitor; Oliveira, Manuel M.; Nedel, Luciana P.. Animating Relief Impostors Using Radial Basis Functions Textures. In: Scott Jacobs (ed.) Game Programming Gems 7. Charles River Media, Inc., Hingham, Massachusetts, 2008, (ISBN 978-1-58450-527-3). pp. 401-412. (See the video: http://www.vimeo.com/1776230)