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there was some discussions recently about displacement map, and i found a
paper that seems interesting on the web :
Ray-Tracing Procedural Displacement Shaders
Wolfgang Heidrich and Hans-Peter Seidel
Abstract
Displacement maps and procedural displacement shaders are a widely used
approach of specifying geometric detail and increasing the visual complexity
of a scene. While it is relatively straightforward to handle displacement
shaders in pipeline based rendering systems such as the Reyes-architecture,
it is much harder to efficiently integrate displacement-mapped surfaces in
ray-tracers. Many commercial ray-tracers tessellate the surface into a
multitude of small triangles. This introduces a series of problems such as
excessive memory consumption and possibly undetected surface detail. In this
paper we describe a novel way of ray-tracing procedural displacement shaders
directly, that is, without introducing intermediate geometry. Affine
arithmetic is used to compute bounding boxes for the shader over any range
in the parameter domain. The method is comparable to the direct ray-tracing
methods
http://www.dgp.toronto.edu/gi/gi98/papers/111/111.html
M
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The abstract looks very interesting. This might be it.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 10 Mar 2000 10:53:44 -0500, Nieminen Juha wrote:
> The abstract looks very interesting. This might be it.
Coincidentally, it also contains a bibliographic reference to the
NSK used in the type 2 bicubic patch you asked about over in .general:
Tomoyuki Nishita, Thomas W. Sederberg, and Masanori Kakimoto. Ray
tracing trimmed rational surface patches. In /Computer Graphics (SIGGRAPH
'90 Proceedings)/, pages 337--345, August 1990.
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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