Relief Texture Mapping

Abstract

Image-based modelling and rendering techniques have the potential to simplify model geometry and increase realism in a scene. A relief texture mapping system based on the technique described in the paper "Relief Texture Mapping" by Oliveira, Bishop and McAllister [2000] is presented. This system was used to evaluate the possibility of rendering photo-realistic scenes at interactive rates. The technique makes use of textures with displacement values to increase realism in three-dimensional scenes. Prewarp equations are used to modify the textures so as to support the representation of three dimensional surface details and view motion parallax. Conventional texture mapping is then used to convert from texture coordinates to screen coordinates. A proof that object complexity does not affect the frame rate is presented. Adding multiple relief textures to a scene affects the average frame rate in a linear manner. An average frame rate of 3.9540 frames per second was achieved by pre-warping and image reconstruction. Three optimizations were developed, of which only one affects the prewarping process. Interactive rates were not recorded, but many optimizations exist that could still be implemented to achieve this goal.

Participants

Technical Reports

[1] Philip West. Relief texture mapping. Technical report, Virtual Reality Special Interest Group, Computer Science Department, Rhodes University, Grahamstown, South Africa, November 2003. [PDF] [BibTeX]

[2] Philip West. Relief texture mapping. Technical Report Honours Project Report, Virtual Reality Special Interest Group, Computer Science Department, Rhodes University, Grahamstown, South Africa, November 2003. [DOC] [PDF] [BibTeX]

Images