GPU Rendering of Relief Mapped Conical Frusta

This paper proposes to use relief‐mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta in...

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Vydáno v:Computer graphics forum Ročník 28; číslo 8; s. 2131 - 2139
Hlavní autoři: Bhagvat, D., Jeschke, S., Cline, D., Wonka, P.
Médium: Journal Article
Jazyk:angličtina
Vydáno: Oxford, UK Blackwell Publishing Ltd 01.12.2009
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ISSN:0167-7055, 1467-8659
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Shrnutí:This paper proposes to use relief‐mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief‐mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.
Bibliografie:ArticleID:CGF1420
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ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2009.01420.x