Texturing and Hypertexturing of Volumetric Objects
Abstract
Texture mapping is an extremely powerful and flexible tool for adding complex surface detail to an object. This paper introduces a method of surface texturing and hypertexturing complex volumetric objects in real-time. We employ distance field volume representations, texture based volume rendering and procedural texturing techniques with Shader Model 2.0 flexible programmable graphics hardware. We aim to provide a flexible cross-platform, non vendor specific implementation.
BibTeX
@inproceedings {10.2312:VG:VG05:117-125,
booktitle = {Volume Graphics 2005},
editor = {Klaus Mueller and Thomas Ertl and Eduard Groeller},
title = {{Texturing and Hypertexturing of Volumetric Objects}},
author = {Miller, Chris M. and Jones, Mark W.},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-26-6},
DOI = {10.2312/VG/VG05/117-125}
}
booktitle = {Volume Graphics 2005},
editor = {Klaus Mueller and Thomas Ertl and Eduard Groeller},
title = {{Texturing and Hypertexturing of Volumetric Objects}},
author = {Miller, Chris M. and Jones, Mark W.},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-26-6},
DOI = {10.2312/VG/VG05/117-125}
}
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