Practical Real-Time Texturing
Productivity Press
1st Edition
Published on 31. December 2023
Book
Hardback
224 pages
978-1-4987-4204-7 (ISBN)
Description
In scene modeling and definition, i.e., hidden surface removal, shadowing, lighting, semi-transparency, etc., texturing plays a key role in adding rich visual details to rendered surfaces, which would otherwise be perceived as unrealistically smooth and uniform. Given the importance of texturing, a fairly large amount of work has been done over the past decades, i.e. starting from simple 2D texture mapping to more recent and advanced multi-dimensional representations. This book presents real-time texturing techniques with example code to facilitate implementation. Different texturing methods are discussed and analyzed, and compared to initial techniques.
Key Features
Provides an overview of recent techniques and shows how they fit (or not) real-time texturing constraints.
Distinguishes two main types of 3D textures: solid texture (surface independent) and shell textures (thick layer over surfaces)
Presents more advanced texturing techniques using multiple images as input
Key Features
Provides an overview of recent techniques and shows how they fit (or not) real-time texturing constraints.
Distinguishes two main types of 3D textures: solid texture (surface independent) and shell textures (thick layer over surfaces)
Presents more advanced texturing techniques using multiple images as input
More details
Language
English
Place of publication
Portland
United States
Publishing group
Taylor & Francis Inc
Target group
College/higher education
Professional and scholarly
Illustrations
75 farbige Abbildungen
75 Illustrations, color
Dimensions
Height: 234 mm
Width: 156 mm
ISBN-13
978-1-4987-4204-7 (9781498742047)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Persons
Jean-Michel Dischler is senior research member of the laboratory ICUBE, and Professor at the Department of Computer Science of the University of Strasbourg. He served as vice-director of the LSIIT Lab (from 2005 to 2008), managed the master degree in Image and Computing (IICI) from 2005 to 2009.
Bruno Levy is a Senior Researcher with Inria-Nancy Grand-Est, and a member of the LORIA lab. His main area of interest is in creating new algorithms for acquiring, transforming and optimizing the representation of 3D shapes. He is especially interested in applications that concern numerical simulation and real-time rendering.
Sylvain LeFebvre became an INRIA researcher in September 2006, joining the REVES team in INRIA Sophia Antipolis. In late 2009 he joined the ALICE team at INRIA Nancy. In 2010, he received the EUROGRAPHICS Young Researcher Award. In 2012, he received an ERC strating grant for his project ShapeForge.
Bruno Levy is a Senior Researcher with Inria-Nancy Grand-Est, and a member of the LORIA lab. His main area of interest is in creating new algorithms for acquiring, transforming and optimizing the representation of 3D shapes. He is especially interested in applications that concern numerical simulation and real-time rendering.
Sylvain LeFebvre became an INRIA researcher in September 2006, joining the REVES team in INRIA Sophia Antipolis. In late 2009 he joined the ALICE team at INRIA Nancy. In 2010, he received the EUROGRAPHICS Young Researcher Award. In 2012, he received an ERC strating grant for his project ShapeForge.
Author
University of Strasbourg, France
INRIA, France
Content
Ch 1 Introduction. Ch 2 Textures in the 2D plane. Ch 3 Surface textures. Ch 4 3D textures. Ch 5 Conclusions