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Real-time bump map synthesis
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Los Angeles, California, United States
Pages: 109 - 114  
Year of Publication: 2001
ISBN:1-58113-407-X
Authors
Jan Kautz  Max-Planck-Institut für Informatik, Stuhlsatzenhausweg 85, 66123 Saarbrücken, Germany
Wolfgang Heidrich  University of British Columbia, Dept. of Computer Science, 3645 - 2424 Main Mall, Vancouver, BC, V6T 1Z4, Canada
Hans-Peter Seidel  Max-Planck-Institut für Informatik, Stuhlsatzenhausweg 85, 66123 Saarbrücken, Germany
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this paper we present a method that automatically synthesizes bump maps at arbitrary levels of detail in real-time. The only input data we require is a normal density function; the bump map is generated according to that function. It is also used to shade the generated bump map.

The technique allows to infinitely zoom into the surface, because more (consistent) detail can be created on the fly. The shading of such a surface is consistent when displayed at different distances to the viewer (assuming that the surface structure is self-similar).

The bump map generation and the shading algorithm can also be used separately.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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BLYTHE, D., GRANTHAM, B., MCREYNOLDS, T., AND NELSON, S. Advanced Graphics Programming Techniques Using OpenGL. In SIGGRAPH '00 Course Notes (July 2000).
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FOURNIER, A. Normal Distribution Functions and Multiple Surfaces. In Graphics Interface '92 Workshop on Local Illumination (May 1992), pp. 45-52.
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KAUTZ, J., AND MCCOOL, M. Interactive Rendering with Arbitrary BRDFs using Separable Approximations. In Tenth Eurographics Workshop on Rendering (June 1999), pp. 281-292.
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KILGARD, M. A Practical and Robust Bump-mapping Technique for Today's GPUs. NVIDIA Corporation, April 2000. Available from http://www.nvidia.com.
 
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MICROSOFT CORPORATI ON. DirectX 8.0 SDK, Nov. 2000. Available from http://www.microsoft.com/directx.
 
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NVIDIA CORPORATI ON. NVIDIA OpenGL Extension Specifications, Mar. 2001. Available from http://www.nvidia.com.
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OLANO, M., AND NORTH, M. Normal Distribution Mapping. Tech. Rep. UNC CSTR 97-041, University of North Carolina, Chapel Hill, 1997.
 
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PITMAN, J. Probability. Springer, 1992.
 
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PIXAR. PRMan Application Note #13: Properties of RenderMan Noise Functions.
 
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TORRANCE, K., AND SPARROW, E. Theory for Off-Specular Reflection From Roughened Surfaces. Journal of the Optical Society of America 57, 9 (Sept. 1967), 1105-1114.
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Collaborative Colleagues:
Jan Kautz: colleagues
Wolfgang Heidrich: colleagues
Hans-Peter Seidel: colleagues