Texturing and Hypertexturing of Volumetric Objects
C. Miller and M. W. Jones
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.
Related Files
DOI
10.2312/VG/VG05/117-125
https://dx.doi.org/10.2312/VG/VG05/117-125
Citation
C. Miller and M. W. Jones, Texturing and Hypertexturing of Volumetric Objects, In E. Groller, I. Fujishiro, K. Mueller, T. Ertl (eds.), Volume Graphics 2005, Eurographics, 117-125. https://dx.doi.org/10.2312/VG/VG05/117-125
BibTeX
@INPROCEEDINGS{GPU_Hypertextures, author = {Chris Miller and Mark W. Jones}, title = {Texturing and Hypertexturing of Volumetric Objects}, booktitle = {Volume Graphics 2005}, year = {2005}, editor = {E. Gr\"oller and I. Fujishiro and K. Mueller and T. Ertl}, pages = {117--125}, publisher = {Eurographics}, doi = {10.2312/VG/VG05/117-125}, isbn = {3-905673-26-6}, issn = {1727-8376}, date={2005-06-20}, }