A post-processing decal texture mapping algorithm on graphics hardware
Abstract
References
Index Terms
- A post-processing decal texture mapping algorithm on graphics hardware
Recommendations
Real-time high-quality View-Dependent Texture Mapping using per-pixel visibility
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaWe present an extension of View-Dependent Texture Mapping (VDTM) allowing rendering of complex geometric meshes at high frame rates without usual blurring or skinning artifacts. We combine a hybrid geometric and image-based representation of a given 3D ...
Real-time multi-perspective rendering on graphics hardware
SIGGRAPH '06: ACM SIGGRAPH 2006 SketchesMulti-perspective rendering has a variety of applications; examples include lens refraction, curved mirror reflection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical on polygonal graphics ...
A geometry-based soft shadow volume algorithm using graphics hardware
SIGGRAPH '03: ACM SIGGRAPH 2003 PapersMost previous soft shadow algorithms have either suffered from aliasing, been too slow, or could only use a limited set of shadow casters and/or receivers. Therefore, we present a strengthened soft shadow volume algorithm that deals with these problems. ...
Comments
Please enable JavaScript to view thecomments powered by Disqus.Information & Contributors
Information
Published In
Sponsors
Publisher
Association for Computing Machinery
New York, NY, United States
Publication History
Check for updates
Author Tags
Qualifiers
- Article
Conference
Acceptance Rates
Contributors
Other Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- 0Total Citations
- 591Total Downloads
- Downloads (Last 12 months)6
- Downloads (Last 6 weeks)0
Other Metrics
Citations
View Options
Login options
Check if you have access through your login credentials or your institution to get full access on this article.
Sign in