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      • Department of Computer Engineering
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      Right-triangular subdivision for texture mapping ray-traced objects

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      Author(s)
      Akdemir, U.
      Özgüç, B.
      Güdükbay, Uğur
      Selçuk, A.
      Date
      1998
      Source Title
      The Visual Computer
      Print ISSN
      0178-2789
      Electronic ISSN
      1432-2315
      Publisher
      Springer
      Volume
      14
      Issue
      10
      Pages
      445 - 454
      Language
      English
      Type
      Article
      Item Usage Stats
      198
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      159
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      Abstract
      The introduction of global illumination and texture mapping enabled the generation of high-quality, realistic looking images of computer graphics models. We describe a fast and efficient 2D texture mapping algorithm that uses triangle-to-triangle mapping, taking advantage of mapping an arbitrary triangle to a right triangle. This requires fewer floating point operations for finding the 2D texture coordinates and little preprocessing and storage. Texture mapping is combined with ray tracing for better visual effects. A filtering technique alternative to area sampling is developed to avoid aliasing artifacts. This technique uses linear eye rays, and only one eye ray per pixel is fired. A uniform supersampling filtering technique eliminates aliasing artifacts at the object edges.
      Keywords
      Area Sampling
      Filtering
      Ray Tracing
      Summed Area Tables
      Sweep Surfaces
      Texture Mapping
      Algorithms
      Computational Geometry
      Image Analysis
      Image Quality
      Optical Data Storage
      Ray Tracing
      Texture Mapping
      Triangle-to-Triangle Mapping
      Computer Graphics
      Permalink
      http://hdl.handle.net/11693/25313
      Published Version (Please cite this version)
      https://doi.org/10.1007/s003710050154
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      • Department of Computer Engineering 1510
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