Information

Abstract

Today's real-time applications, such as computer games or virtual environments, need to display more and more geometrically complex surfaces. The appearance of such surfaces are achieved by local parallax, correct occlusions, convincing silhouettes and even by sophisticated effects such as self-reflection, refraction, translucency, self-shadowing and caustics to name a few. Hence simple texturing mapping is insufficient to produce such high geometric complexity. This thesis proposes a cell-based approach to model and render repetitive fine scaled details with a high visual quality. The main idea of the precomputation is to decompose the object into a low frequent geometry (the general shape of the object) and high frequent surface details. The high frequent surface details are represented by so-called cells tiled all over the object space. The precomputed cell-based object representation is displayed by a ray tracer providing correct parallax, occlusions and silhouettes. This thesis proves that sophisticated effects such as specular self-reflection and refraction can easily be rendered with the cell-based approach.

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BibTeX

@mastersthesis{Nuernberg-2011-CBO,
  title =      "Cell-Based Object Representation",
  author =     "Marcel N\"{u}rnberg",
  year =       "2011",
  abstract =   "Today's real-time applications, such as computer games or
               virtual environments, need to display more and more
               geometrically complex surfaces. The appearance of such
               surfaces are achieved by local parallax, correct occlusions,
               convincing silhouettes and even by sophisticated effects
               such as self-reflection, refraction, translucency,
               self-shadowing and caustics to name a few. Hence simple
               texturing mapping is insufficient to produce such high
               geometric complexity. This thesis proposes a cell-based
               approach to model and render repetitive fine scaled details
               with a high visual quality. The main idea of the
               precomputation is to decompose the object into a low
               frequent geometry (the general shape of the object) and high
               frequent surface details. The high frequent surface details
               are represented by so-called cells tiled all over the object
               space. The precomputed cell-based object representation is
               displayed by a ray tracer providing correct parallax,
               occlusions and silhouettes. This thesis proves that
               sophisticated effects such as specular self-reflection and
               refraction can easily be rendered with the cell-based
               approach.",
  month =      jun,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "Cell-based texturing, Interactive ray ca",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2011/Nuernberg-2011-CBO/",
}