no notePer-pixel displacement mapping algorithms such as [Policarpo et al. 2005; Tatarchuk 2006] became very popular recently as they can take advantage of the parallel nature of programmable GPU pipelines and render detailed surfaces at highly interactive rates. These approaches exhibit pleasing visual quality and render motion parallax effects, however, most of them suffer from lack of correct silhouettes. We perform ray-surface intersection in a volume given by prisms extruded from the input mesh triangles in the direction of the normal. The displaced surface is embedded in the volume of these prisms, bounded by a top and a bottom triangle and three bilinear patches (slabs). [Hirche et al. 2004] propose to triangulate the slabs and split...
Displacement mapping is a technique in computer graphics which allows a simple base surface to be de...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
Fig. 1: With our approach, ray tracing and rasterization become almost identical with respect to pri...
Per-pixel displacement mapping algorithms such as [Policarpo et al. 2005; Tatarchuk 2006] became ver...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
Per-pixel extrusion mapping consists of creating a virtual geometry stored in a texture over a polyg...
[[abstract]]Silhouette is a key feature that distinguishes displacement mapping from normal mapping...
Journal ArticleWe present an algorithm for ray tracing displacement maps that requires no additional...
International audienceWe propose to render geometry using an image based representation. Geometric i...
The introduction of global illumination and texture mapping enabled the generation of high-quality, ...
International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) m...
A quadtree algorithm is developed to triangulate deformed, intersecting parametric surfaces. The big...
For motion blur of dynamic triangulated objects, it is common to construct a prism-like shape for ea...
Introduction Tessellating a surface into triangular facets for manipulation or visualization purpo...
We present a fast view-dependent algorithm for ray tracing bended surfaces defined by triangular F-p...
Displacement mapping is a technique in computer graphics which allows a simple base surface to be de...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
Fig. 1: With our approach, ray tracing and rasterization become almost identical with respect to pri...
Per-pixel displacement mapping algorithms such as [Policarpo et al. 2005; Tatarchuk 2006] became ver...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
Per-pixel extrusion mapping consists of creating a virtual geometry stored in a texture over a polyg...
[[abstract]]Silhouette is a key feature that distinguishes displacement mapping from normal mapping...
Journal ArticleWe present an algorithm for ray tracing displacement maps that requires no additional...
International audienceWe propose to render geometry using an image based representation. Geometric i...
The introduction of global illumination and texture mapping enabled the generation of high-quality, ...
International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) m...
A quadtree algorithm is developed to triangulate deformed, intersecting parametric surfaces. The big...
For motion blur of dynamic triangulated objects, it is common to construct a prism-like shape for ea...
Introduction Tessellating a surface into triangular facets for manipulation or visualization purpo...
We present a fast view-dependent algorithm for ray tracing bended surfaces defined by triangular F-p...
Displacement mapping is a technique in computer graphics which allows a simple base surface to be de...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
Fig. 1: With our approach, ray tracing and rasterization become almost identical with respect to pri...