請用此 Handle URI 來引用此文件:
http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/30529完整後設資料紀錄
| DC 欄位 | 值 | 語言 |
|---|---|---|
| dc.contributor.advisor | 項潔(Jieh Hsiang) | |
| dc.contributor.author | Yu-Jen Chen | en |
| dc.contributor.author | 陳譽仁 | zh_TW |
| dc.date.accessioned | 2021-06-13T02:07:15Z | - |
| dc.date.available | 2007-07-16 | |
| dc.date.copyright | 2007-07-16 | |
| dc.date.issued | 2007 | |
| dc.date.submitted | 2007-06-29 | |
| dc.identifier.citation | [Baboud and D´ecoret 2006] Baboud, L., and D´ecoret, X. 2006. Rendering
geometry with relief textures. In Proceedings of Graphics Interface 2006. [Blinn 1978] Blinn, J. F. 1978. Simulation of wrinkled surfaces. In Proceedings of ACM SIGGRAPH 1978, 286–292. [Brawley and Tatarchu 2004] Brawley, Z., and Tatarchu, N. 2004. Parallax occlusion mapping: Self-shadowing, perspective-correct bump mapping using reverse height map tracing. In ShaderX3: Advanced Rendering with DirectX and OpenGL, W. Engel Ed., Charles River Media, 135–154. [Bungie 2004] Bungie, 2004. HALO 2. http://www.bungie.net/Games/Halo2/. [Cook 1984] Cook, R. L. 1984. Shade trees. In Proceedings of ACM SIGGRAPH 1984, 223–231. [Donnelly 2005] Donnelly, W. 2005. Per-pixel displacement mapping with distance functions. In GPU Gems 2, Matt Pharr Ed., Addison-Wesley, 123–136. [Dummer 2006] Dummer, J. 2006. Cone step mapping. Unpublished draft available at http://www.lonesock.net/files/ConeStepMapping.pdf. [Kaneko et al. 2001] Kaneko, T., Takahei, T., Inami, M., Kawakami, N., Yanagida, Y., Maeda, T., and Tachi, S. 2001. Detailed shape representation with parallax mapping. In Proceedings of the ICAT 2001, 205–208. [Kolb and Rezk-Salama 2005] Kolb, A., and Rezk-Salama, C. 2005. Efficient empty space skipping for per-pixel displacement mapping. In Proceedings of Vision, Modeling and Visualization. [McGuire and McGuire 2005] McGuire, M., and McGuire, M. 2005. Steep parallax mapping. In Symposium on Interactive 3D Graphics and Games 2005 Poster. [Oliveira and Policarpo 2005] Oliveira, M. M., and Policarpo, F. 2005. An efficient representation for surface details. UFRGS Technical Report RP-351. [Paglieroni and Petersen 1994] Paglieroni, D. W., and Petersen, S. M. 1994. Height distributional distance transform methods for height field ray tracing. ACM Transactions on Graphics 13, 4, 376–399. [Paglieroni 1998] Paglieroni, D. W. 1998. The directional parameter plane transform of a height field. ACM Transactions on Graphics 17, 1, 50–70. [Patterson et al. 1991] Patterson, J. W., Higgar, S. G., and Logie, J. R. 1991. Inverse displacement mapping. Computer Graphics Forum 10 , 129–139. [Policarpo et al. 2005] Policarpo, F., Oliveira, M. M., and Comba, J. L. D. 2005. Real-time relief mapping on arbitrary polygonal surfaces. In Proceedings of Symposium on Interactive 3D Graphics and Games 2005, 359–368. [Risser et al. 2006] Risser, E. A., Shah, M. A., and Pattanaik, S. 2006. Interval mapping. Technical Report, School of Engineering and Computer Science, University of Central Florida. [Tatarchuk 2006] Tatarchuk, N. 2006. Dynamic parallax occlusion mapping with approximate soft shadows. In Proceedings of Symposium on Interactive 3D Graphics and Games 2006, 63–69. [Walsh 2003] Walsh, T. 2003. Parallax mapping with offset limiting. Tech. rep., Infiniscape Tech Report. [Wang et al. 2003] Wang, L., Wang, X., Tong, X., Lin, S., Hu, S., Guo, B., and Shum, H.-Y. 2003. Viewdependent displacement mapping. ACM Transactions on Graphics 22, 3, 334–339. (Proceedings of SIGGRAPH 2003). [Wang et al. 2004] Wang, X., Tong, X., Lin, S., Hu, S., Guo, B., and Shum, H.-Y. 2004. Generalized displacement maps. In proceedings of Eurographics Symposium on Rendering 2004. | |
| dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/30529 | - |
| dc.description.abstract | 這篇論文介紹一種更有效率且精準的方法來計算視線(view ray)與位移圖(displacement map)的交點,稱為非對稱圓錐映射貼圖(Anisotropic Cone Mapping),簡稱ACM。經由前置處理(pre-processing),我們在每個位移圖的texel 上方都去找一個非對稱圓錐的體積空間來當成是可以略過的空乏區。使用這樣的資訊可以讓一條視線(射線)快速地跳過空乏區並且可以很快的就收斂到與位移圖的交點。這樣的做法可以允許視線從極端近距離與傾斜的角度看進去而不會產生可察覺的瑕疵。我們更進一步提出一個可適應性的階層架構方法來加速前置處理的時間。這個方法比傳統的方法快上6 到11 倍,因此使得ACM 可以應用在繪製即時的動態位移圖,也適合很多的即時3D 應用像電玩或者是一些互動的模擬。由於它耗用的記憶體成本很低而且有很好的效能表現無論是繪圖的品質或速度都可以兼顧。 | zh_TW |
| dc.description.abstract | This paper presents Anisotropic Cone Mapping (ACM), a more efficient and accurate way for calculating intersections with displacement maps. During preprocessing, for each texel of the displacement map, an asymmetric cone is
calculated as the bounding volume for the empty space above that texel. By using this information, a ray can fast skip empty space and quickly converge to its intersection with the displacement map. Thus, it allows extreme closeup and very steep angle views without noticeable artifacts. Furthermore, we propose a hierarchical adaptive method to speed up the preprocessing of ACM. The proposed method is around 6 to 11 times faster than conventional methods, thus allowing application of ACM to render dynamic displacement maps in real-time. Its suited for many real-time 3D applications like games or interactive simulations because of their low memory cost and good performance in both rendering quality and speed. | en |
| dc.description.provenance | Made available in DSpace on 2021-06-13T02:07:15Z (GMT). No. of bitstreams: 1 ntu-96-R94944024-1.pdf: 1988173 bytes, checksum: 0295dd1eceee14cdce7837b258924d1d (MD5) Previous issue date: 2007 | en |
| dc.description.tableofcontents | ABSTRACT i
LIST OF FIGURES iv LIST OF TABLES vi 1 Introduction 1 2 Background and Related Work 3 2.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2.1.1 Derivation of the Tangent Space Matrix . . . . . . . . 3 2.1.2 Inverse Displacement Mapping . . . . . . . . . . . . . . 5 2.2 Root finding . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.2.1 Parallax Mapping . . . . . . . . . . . . . . . . . . . . . 6 2.2.2 Parallax Occlusion Mapping and Steep Parallax Mapping 6 2.2.3 Relief Mapping . . . . . . . . . . . . . . . . . . . . . . 7 2.2.4 Interval Mapping . . . . . . . . . . . . . . . . . . . . . 7 2.3 Space leaping . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2.3.1 Safety Radius and Safety Zone . . . . . . . . . . . . . . 9 2.3.2 Distance Mapping . . . . . . . . . . . . . . . . . . . . . 9 2.4 Others . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3 Anisotropic Cone Mapping 12 3.1 Cone step mapping . . . . . . . . . . . . . . . . . . . . . . . . 12 3.2 Anisotropic cone mapping . . . . . . . . . . . . . . . . . . . . 13 3.3 Adaptive hierarchical preprocessing . . . . . . . . . . . . . . . 17 3.4 Implementation . . . . . . . . . . . . . . . . . . . . . . . . . . 19 4 Results 21 5 Conclusions and Future Work 24 BIBLIOGRAPHY 27 A Shader Source Code 28 B Other Render Results 32 | |
| dc.language.iso | en | |
| dc.subject | 即時繪圖 | zh_TW |
| dc.subject | 表面細節 | zh_TW |
| dc.subject | 影像繪圖 | zh_TW |
| dc.subject | 位移映射貼圖 | zh_TW |
| dc.subject | GPU繪圖 | zh_TW |
| dc.subject | surface details | en |
| dc.subject | GPU rendering | en |
| dc.subject | realtime rendering | en |
| dc.subject | displacement mapping | en |
| dc.subject | image-based rendering | en |
| dc.title | 非對稱圓錐映射貼圖 | zh_TW |
| dc.title | Anisotropic Cone Mapping | en |
| dc.type | Thesis | |
| dc.date.schoolyear | 95-2 | |
| dc.description.degree | 碩士 | |
| dc.contributor.coadvisor | 莊永裕(Yung-Yu Chuang) | |
| dc.contributor.oralexamcommittee | 張鈞法(Chun-Fa Chang) | |
| dc.subject.keyword | 影像繪圖,位移映射貼圖,即時繪圖,GPU繪圖,表面細節, | zh_TW |
| dc.subject.keyword | image-based rendering,displacement mapping,realtime rendering,GPU rendering,surface details, | en |
| dc.relation.page | 28 | |
| dc.rights.note | 有償授權 | |
| dc.date.accepted | 2007-07-03 | |
| dc.contributor.author-college | 電機資訊學院 | zh_TW |
| dc.contributor.author-dept | 資訊網路與多媒體研究所 | zh_TW |
| 顯示於系所單位: | 資訊網路與多媒體研究所 | |
文件中的檔案:
| 檔案 | 大小 | 格式 | |
|---|---|---|---|
| ntu-96-1.pdf 未授權公開取用 | 1.94 MB | Adobe PDF |
系統中的文件,除了特別指名其著作權條款之外,均受到著作權保護,並且保留所有的權利。
