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ABSTRACT
Computer generated shaded images have reached an impressive degree of realism with the current state of the art. They are not so realistic, however, that they would fool many people into believing they are real. One problem is that the surfaces tend to look artificial due to their extreme smoothness. What is needed is a means of simulating the surface irregularities that are on real surfaces. In 1973 Ed Catmull introduced the idea of using the parameter values of parametrically defined surfaces to index into a texture definition function which scales the intensity of the reflected light. By tying the texture pattern to the parameter values, the texture is guaranteed to rotate and move with the object. This is good for showing patterns painted on the surface, but attempts to simulate rough surfaces in this way are unconvincing. This paper presents a method of using a texturing function to perform a small perturbation on the direction of the surface normal before using it in the intensity calculations. This process yields images with realistic looking surface wrinkles without the need to model each wrinkle as a separate surface element. Several samples of images made with this technique are included.
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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CITED BY 144
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Florian Struck , Christian-A. Bohn , Sebastian Schmidt , Volker Helzle, Realistic shading of human skin in real time, Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, November 03-05, 2004, Stellenbosch, South Africa
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S. G. Lee , W. C. Park , W. J. Lee , T. D. Han , S. B. Yang, An effective hardware architecture for bump mapping using angular operation, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware, July 26-27, 2003, San Diego, California
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Avneesh Sud , Naga Govindaraju , Russell Gayle , Erik Andersen , Dinesh Manocha, Surface distance maps, Proceedings of Graphics Interface 2007, May 28-30, 2007, Montreal, Canada
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Deng-Hua Zhong , Ming-Chao Li , Ling-Guang Song , Gang Wang, Enhanced NURBS modeling and visualization for large 3D geoengineering applications: An example from the Jinping first-level hydropower engineering project, China, Computers & Geosciences, v.32 n.9, p.1270-1282, November, 2006
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Art Tevs , Ivo Ihrke , Hans-Peter Seidel, Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering, Proceedings of the 2008 symposium on Interactive 3D graphics and games, February 15-17, 2008, Redwood City, California
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