Texturing and Hypertexturing of Volumetric Objects

C. Miller and M. W. Jones

Abstract

Texture mapping is an extremely powerful and flexible tool for adding complex surface detail to an object. This paper introduces a method of surface texturing and hypertexturing complex volumetric objects in real-time. We employ distance field volume representations, texture based volume rendering and procedural texturing techniques with Shader Model 2.0 flexible programmable graphics hardware. We aim to provide a flexible cross-platform, non vendor specific implementation.

Source Materials

PDF iconPre-print

DOI

10.2312/VG/VG05/117-125
https://dx.doi.org/10.2312/VG/VG05/117-125

Citation

C. Miller and M. W. Jones, Texturing and Hypertexturing of Volumetric Objects, In E. Groller, I. Fujishiro, K. Mueller, T. Ertl (eds.), Volume Graphics 2005, Eurographics, 117-125

Bibtex

@INPROCEEDINGS{GPU_Hypertextures,
  author = {Chris Miller and Mark W. Jones},
  title = {Texturing and Hypertexturing of Volumetric Objects},
  booktitle = {Volume Graphics 2005},
  year = {2005},
  editor = {E. Gr\"oller and I. Fujishiro and K. Mueller and T. Ertl},
  pages = {117--125},
  publisher = {Eurographics},
  doi = {10.2312/VG/VG05/117-125},
  isbn = {3-905673-26-6},
  issn = {1727-8376},
  url = {cs.swan.ac.uk/~csmark/PDFS/vg2005.pdf},
  date={2005-06-20},
}