This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mesh. This method takes advantage of the fact that there must be a correspondence between the texture coordinates of the low resolution mesh and the ones of the high resolution mesh. The proposed method for normal map generation is a brand-new method, since nowadays this process is being performed through software techniques. Hardware generation greatly reduces time in comparison with present-day solutions. Moreover, it allows for a dynamic modification of the map. There are some restrictions in relation to how texture coordinates must be distributed. However, t...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
International audienceThis paper presents a novel approach that uses graphics hardware to dynamicall...
Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in...
This paper presents a method for normal map generation in the GPU. These normal maps are generated f...
Approximating detailed models with coarse, normal mapped meshes is a very efficient method for real-...
This paper describes an implementation of a progressive radiosity algorithm for triangular meshes wh...
Next-generation 3D video games make use of normal maps to improve the realism and the visual detail ...
Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal m...
National audienceIn this paper, we propose a novel method for normal texture editing based on shadin...
International audienceMany recent publications have shown that a large variety of computation involv...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Displaying large point clouds of mainly planar point distributions yet comes with large restrictions...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Displacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface deta...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
International audienceThis paper presents a novel approach that uses graphics hardware to dynamicall...
Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in...
This paper presents a method for normal map generation in the GPU. These normal maps are generated f...
Approximating detailed models with coarse, normal mapped meshes is a very efficient method for real-...
This paper describes an implementation of a progressive radiosity algorithm for triangular meshes wh...
Next-generation 3D video games make use of normal maps to improve the realism and the visual detail ...
Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal m...
National audienceIn this paper, we propose a novel method for normal texture editing based on shadin...
International audienceMany recent publications have shown that a large variety of computation involv...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Displaying large point clouds of mainly planar point distributions yet comes with large restrictions...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
In this paper we propose a GPU based interactive geometric modeling approach to designing fine level...
Displacement mapping is ideal for modern GPUs since it enables high-frequency geometric surface deta...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
International audienceThis paper presents a novel approach that uses graphics hardware to dynamicall...
Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in...