Right-triangular subdivision for texture mapping ray-traced objects
Date
1998Source Title
The Visual Computer
Print ISSN
0178-2789
Electronic ISSN
1432-2315
Publisher
Springer
Volume
14
Issue
10
Pages
445 - 454
Language
English
Type
ArticleItem 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 SamplingFiltering
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