Volume based texture mapping
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Abstract
'I'he most realistic and attractive computer generated images are usually those that contain a large arnount of visual complexity and detail. Texturing is a widely used way of adding visual complexity and detail to computer generated iniciges. Traditionally surface texturing was only used to simulate surface detail. In this thesis we generate textures dehiuid throughout a region of three-dimensional space and map those textures together with their geometric definition onto complex objects. The textured object is rendered volume based with a. backward mapping algorithm (ray tracing). Hence the texture aJfects the definition and the realism of the object. In rendering tlie scene, natural phenomena such cis dispersion and absorption of light is also incorporated.