Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering
I. Emst, D. Jackel, H. Rüsseler, O. Wittig
Eurographics Workshop on Graphics Hardware, 1995, pp. 63--70.
Abstract: Today's high-end Gouraud renderers produce nicely textured scenes by mapping two-dimensional images onto modeled objects in real-time. We present a renderer which textures surfaces in the normal sense of the word using bump textures to simulate wrinkled or dimpled colorful surfaces. Using a simplified bump mapping method we first succeeded in designing a real-time bump mapping renderer based on the high-quality Phong shading model. Applying several improvements to our former Phong shading hardware we are able to walk through perspectively correct bump mapped scenes illuminated by colored lightsources. This paper describes the main building blocks of the overall architecture, including reflectance cubes to support a local viewer, a Taylor-series based division to calculate homogeneous coordinates and our hardware adapted bump mapping method.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/EGGH95/063-070.pdf
BibTeX format:
@inproceedings{Emst:1995:HSB,
  author = {I. Emst and D. Jackel and H. Rüsseler and O. Wittig},
  title = {Hardware Supported Bump Mapping: A Step towards Ingber Quality Real-Time Rendering},
  booktitle = {Eurographics Workshop on Graphics Hardware},
  pages = {63--70},
  year = {1995},
}
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