Normal mapping for surfel-based rendering

dc.contributor.authorHolst, Mathias
dc.contributor.authorSchumann, Heidrun
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-03-05T12:06:43Z
dc.date.available2013-03-05T12:06:43Z
dc.date.issued2007
dc.description.abstractOn 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.en
dc.format8 s., 1 prezentace, 1 videocs
dc.format.mimetypeapplication/pdf
dc.identifier.citationJournal of WSCG. 2007, vol. 15, no. 1-3, p. 9-16.en
dc.identifier.isbn978-80-86943-00-8
dc.identifier.issn1213-6972 (hardcopy)
dc.identifier.issn1213-6964 (online)
dc.identifier.issn1213-6980 (CD-ROM)
dc.identifier.urihttp://hdl.handle.net/11025/1420
dc.identifier.urihttp://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.rights.accessopenAccessen
dc.subjectnormálové mapovánícs
dc.subjectprogramování grafických procesorůcs
dc.subject.translatednormal mappingen
dc.subject.translatedGPU programmingen
dc.titleNormal mapping for surfel-based renderingen
dc.typečlánekcs
dc.typearticleen
dc.type.statusPeer-revieweden
dc.type.versionpublishedVersionen

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