Normal mapping for surfel-based rendering
Date issued
2007
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
On the one hand normal mapping is a common technique to improve normal interpolation of low tesselated triangle
meshes for a realistic lighting. On the other hand today’s graphics hardware allows texturing of view plane
aligned point primitives. In this paper we illustrate how to use textured points together with normal mapping to
increase surfel splatting quality, especially when using larger splats on lower level of detail. In combination with
a silhouette refinement this results in a significant decimation of needed surfels with small visual disadvantages
only. Furthermore, we explain how to create a normal map for points within a point hierarchy.
Description
Subject(s)
normálové mapování, programování grafických procesorů
Citation
Journal of WSCG. 2007, vol. 15, no. 1-3, p. 9-16.