
Interactive Smooth and Curved Shell Mapping
Stefan Jeschke, Stephan Mantler, Michael WimmerInteractive Smooth and Curved Shell Mapping
In Rendering Techniques 2007 (Proceedings Eurographics Symposium on Rendering), pages 351-360. June 2007.
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Content:
Information
- Publication Type: Conference Paper
- Date (from): 25.6.2007
- Date (to): 27.6.2007
- Editor: Jan Kautz and Sumanta Pattanaik
- ISBN: 978-3-905673-52-4
- Lecturer: Stefan Jeschke
- Location: Grenoble, France
- Organization: Eurographics
- Pages: 10
- Publisher: Eurographics Association
- Keywords: Display algorithms, Shading
Abstract
Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting prisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation by subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts. In this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the mapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need for any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.Additional Files and Images
Additional images and videos:![]() | cube: A shell-mapped cube |
![]() | EnvMapI: A shell-mapped and environment-mapped sphere |
![]() | EnvMapII: Closeup of a shell-mapped and environment-mapped sphere |
![]() | Mapping: Mapping between prisms in texture and world space |
![]() | shadow: Correct shadowing with shell mapping |
![]() | teapots: Shell mapped teapot with different textures |
![]() | tiger: Tiger model with a furry shell map |
![]() | torus: A shell-mapped torus |
![]() | torusinside: Inside view in a torus with different shell maps applied |
![]() | TorusSmoothCurved: Shell mapped torus. Left: smooth mapping. Right: curved mapping. |
![]() video |
![]() additional images |
BibTeX
Download BibTeX-Entry
@inproceedings{JESCHKE-2007-ISC,
title = "Interactive Smooth and Curved Shell Mapping",
author = "Stefan Jeschke and Stephan Mantler and Michael Wimmer",
year = "2007",
abstract = "Shell mapping is a technique to represent three-dimensional
surface details. This is achieved by extruding the triangles
of an existing mesh along their normals, and mapping a 3D
function (e.g., a 3D texture) into the resulting prisms.
Unfortunately, such a mapping is nonlinear. Previous
approaches perform a piece-wise linear approximation by
subdividing the prisms into tetrahedrons. However, such an
approximation often leads to severe artifacts. In this paper
we present a correct (i.e., smooth) mapping that does not
rely on a decomposition into tetrahedrons. We present an
efficient GPU ray casting algorithm which provides correct
parallax, self-occlusion, and silhouettes, at the cost of
longer rendering times. The new formulation also allows
modeling shells with smooth curvatures using Coons patches
within the prisms. Tangent continuity between adjacent
prisms is guaranteed, while the mapping itself remains
local, i.e. every curved prism content is modeled at runtime
in the GPU without the need for any precomputation. This
allows instantly replacing animated triangular meshes with
prism-based shells.",
pages = "351--360",
month = 6,
organization = "Eurographics",
booktitle = "Rendering Techniques 2007 (Proceedings Eurographics
Symposium on Rendering)",
editor = "Jan Kautz and Sumanta Pattanaik",
isbn = "978-3-905673-52-4",
pages = "10",
publisher = "Eurographics Association",
location = "Grenoble, France",
keywords = "Display algorithms, Shading",
URL = "http://www.cg.tuwien.ac.at/research/publications/2007/JESCHKE-2007-ISC/",
}











