2008
DOI: 10.1145/1330511.1330514
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Real-time rendering of textures with feature curves

Abstract: The standard bilinear interpolation on normal maps results in visual artifacts along sharp features, which are common for surfaces with creases, wrinkles, and dents. In many cases, spatially varying features, like the normals near discontinuity curves, are best represented as functions of the distance to the curve and the position along the curve. For high-quality interactive rendering at arbitrary magnifications, one needs to interpolate the distance field preserving discontinuity curves exactly.We present a … Show more

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Cited by 22 publications
(10 citation statements)
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“…In this case, feature reconstruction still seems preferable to bilinear filtering as it retains more structural information. Our representation cannot correctly handle curve intersections, as is the case for all approaches based on real-time perpixel feature reconstruction [Parilov and Zorin 2008]. Fortunately, as texture resolution is typically high due to the warping, such artifacts are small on screen which makes them less noticeable.…”
Section: Discussionmentioning
confidence: 97%
See 1 more Smart Citation
“…In this case, feature reconstruction still seems preferable to bilinear filtering as it retains more structural information. Our representation cannot correctly handle curve intersections, as is the case for all approaches based on real-time perpixel feature reconstruction [Parilov and Zorin 2008]. Fortunately, as texture resolution is typically high due to the warping, such artifacts are small on screen which makes them less noticeable.…”
Section: Discussionmentioning
confidence: 97%
“…Previous work mainly varies by the type and amount of local information that is provided. Such local information can be line segments [Sen et al 2003;Sen 2004;Tumblin and Choudhury 2008;Lefebvre and Hoppe 2006], bilinear curves [Tarini and Cignoni 2005], a cubic curve [Ray et al 2005], two quadratic segments [Parilov and Zorin 2008] or a fixed number of corner features [Qin et al 2006]. Some approaches enhance raster images with sharp embedded features [Sen et al 2003;Sen 2004;Tumblin and Choudhury 2008;Lefebvre and Hoppe 2006] while others use more general vector graphics primitives that are registered to a discrete grid [Qin et al 2006;Nehab and Hoppe 2008].…”
Section: Introductionmentioning
confidence: 99%
“…Vector textures [Kilgard 1997;Frisken et al 2000;Sen et al 2003;Sen 2004;Ramanarayanan et al 2004;Ray et al 2005;Lefebvre and Hoppe 2006;Qin et al 2006;Nehab and Hoppe 2008;Qin et al 2008;Parilov and Zorin 2008;Rougier 2013] combine the resolution independence of vector graphics with the random-access sampling of images. This enables a range of new applications, such as direct mapping of vector graphics onto 3D surfaces and creative warping effects.…”
Section: Related Work and Motivationmentioning
confidence: 99%
“…Another solution consists in accessing randomly our intermediate representation at required texture coordinates. For instance, the realtime GPU based techniques of Parilov et al [2008], or Nehab et al [2008] can already handle quadratic curves, and would require little effort to be adapted to our purpose.…”
Section: 5d Imagesmentioning
confidence: 99%