Deepali Bhagvat, Stefan Jeschke, David Cline, Peter WonkaORCID iD
GPU Rendering of Relief Mapped Conical Frusta
Computer Graphics Forum, 8(28):2131-2139, 2009. [paper]

Information

  • Publication Type: Journal Paper (without talk)
  • Workgroup(s)/Project(s):
  • Date: 2009
  • ISSN: 0167-7055
  • Journal: Computer Graphics Forum
  • Number: 28
  • Volume: 8
  • Pages: 2131 – 2139

Abstract

This paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief-mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.

Additional Files and Images

Additional images and videos

image: Example for an object modelled and rendered from conical frustra. image: Example for an object modelled and rendered from conical frustra.

Additional files

paper: preprint paper: preprint

Weblinks

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BibTeX

@article{bhagvat-09-frusta,
  title =      "GPU Rendering of Relief Mapped Conical Frusta",
  author =     "Deepali Bhagvat and Stefan Jeschke and David Cline and Peter
               Wonka",
  year =       "2009",
  abstract =   "This paper proposes to use relief-mapped conical frusta
               (cones cut by planes) to skin skeletal objects. Based on
               this representation, current programmable graphics hardware
               can perform the rendering with only minimal communication
               between the CPU and GPU. A consistent definition of conical
               frusta including texture parametrization and a continuous
               surface normal is provided. Rendering is performed by
               analytical ray casting of the relief-mapped frusta directly
               on the GPU. We demonstrate both static and animated objects
               rendered using our technique and compare to polygonal
               renderings of similar quality.",
  issn =       "0167-7055",
  journal =    "Computer Graphics Forum",
  number =     "28",
  volume =     "8",
  pages =      "2131--2139",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2009/bhagvat-09-frusta/",
}