Real-time Bas-Relief Generation from Depth-and-Normal Maps on GPU
Zhongping Ji, Xianfang Sun, Shi Li, Yigang Wang
In Computer Graphics Forum, 33(5), 2014.
Abstract: To design a bas-relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate this interaction. This paper proposes a two-scale bas-relief modeling method, which is computationally efficient and easy to produce different styles of bas-reliefs. The input 3D scene is first rendered into two textures, one recording the depth information and the other recording the normal information. The depth map is then compressed to produce a base surface with level-of-depth, and the normal map is used to extract local details with two different schemes. One scheme provides certain freedom to design bas-reliefs with different visual appearances, and the other provides a control over the level of detail. Finally, the local feature details are added into the base surface to produce the final result. Our approach allows for real-time computation due to its implementation on graphics hardware. Experiments with a wide range of 3D models and scenes show that our approach can effectively generate digital bas-reliefs in real time.
Keyword(s): Categories and Subject Descriptors (according to ACM CCS), I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Modeling packages
@article{Ji:2014:RBG,
author = {Zhongping Ji and Xianfang Sun and Shi Li and Yigang Wang},
title = {Real-time Bas-Relief Generation from Depth-and-Normal Maps on GPU},
journal = {Computer Graphics Forum},
volume = {33},
number = {5},
pages = {75--83},
year = {2014},
}
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