@MISC{Bosch_real-timepath-based, author = {Carles Bosch and Gustavo Patow}, title = {Real-Time Path-Based Surface Detail}, year = {} }
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Abstract
We present a GPU algorithm to render in real-time surface detail features based on paths, such as scratches and grooves. Our method efficiently models these features using a continuous representation that is stored in two textures. The first texture is a grid that specifies the positions of the features and provides pointers to the second texture containing the paths, profiles and material information. This data is evaluated by a fragment shader on the GPU, resulting in an accurate and fast rendering of the surface detail. Such kind of detail is rendered without using additional geometry, thus considerably reducing the size of the geometry to be processed, allowing real-time computations. Intersections between features and other special cases are robustly handled by a CSG analogy. Antialiasing, non-height field features, and visibility computations are also taken into account. This method allows application of path-based features onto general surfaces just like Up to now, real-time visualization of surface detail has been limited to the generation and usage of geometry or sampled data structures as in bump mapping [Bli78], displacement mapping [WWT + 03], or relief mapping [POC05, Tat06], which show aliasing problems for close views and do not provide a correct solution for filtering in far-views. On the other hand, vector textures