Right-triangular subdivision for texture mapping ray-traced objects

Date

1998

Editor(s)

Advisor

Supervisor

Co-Advisor

Co-Supervisor

Instructor

Source Title

The Visual Computer

Print ISSN

0178-2789

Electronic ISSN

1432-2315

Publisher

Springer

Volume

14

Issue

10

Pages

445 - 454

Language

English

Journal Title

Journal ISSN

Volume Title

Series

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.

Course

Other identifiers

Book Title

Citation