Right-triangular subdivision for texture mapping ray-traced objects
buir.contributor.author | Güdükbay, Uğur | |
dc.citation.epage | 454 | en_US |
dc.citation.issueNumber | 10 | en_US |
dc.citation.spage | 445 | en_US |
dc.citation.volumeNumber | 14 | en_US |
dc.contributor.author | Akdemir, U. | en_US |
dc.contributor.author | Özgüç, B. | en_US |
dc.contributor.author | Güdükbay, Uğur | en_US |
dc.contributor.author | Selçuk, A. | en_US |
dc.date.accessioned | 2016-02-08T10:42:40Z | |
dc.date.available | 2016-02-08T10:42:40Z | en_US |
dc.date.issued | 1998 | en_US |
dc.department | Department of Computer Engineering | en_US |
dc.description.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. | en_US |
dc.description.provenance | Made available in DSpace on 2016-02-08T10:42:40Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 1998 | en_US |
dc.identifier.doi | 10.1007/s003710050154 | en_US |
dc.identifier.eissn | 1432-2315 | |
dc.identifier.issn | 0178-2789 | |
dc.identifier.uri | http://hdl.handle.net/11693/25313 | en_US |
dc.language.iso | English | en_US |
dc.publisher | Springer | en_US |
dc.relation.isversionof | https://doi.org/10.1007/s003710050154 | en_US |
dc.source.title | The Visual Computer | en_US |
dc.subject | Area Sampling | en_US |
dc.subject | Filtering | en_US |
dc.subject | Ray Tracing | en_US |
dc.subject | Summed Area Tables | en_US |
dc.subject | Sweep Surfaces | en_US |
dc.subject | Texture Mapping | en_US |
dc.subject | Algorithms | en_US |
dc.subject | Computational Geometry | en_US |
dc.subject | Image Analysis | en_US |
dc.subject | Image Quality | en_US |
dc.subject | Optical Data Storage | en_US |
dc.subject | Ray Tracing | en_US |
dc.subject | Texture Mapping | en_US |
dc.subject | Triangle-to-Triangle Mapping | en_US |
dc.subject | Computer Graphics | en_US |
dc.title | Right-triangular subdivision for texture mapping ray-traced objects | en_US |
dc.type | Article | en_US |
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