References


General Information

  1. J. Cohen et al. “Appearance-Preserving Simplification,” in Proc. 25th Annu. Conf. Comput. Graph. and Interactive Techniques, New York, NY, 1998, pp. 115-122. Available: http://gamma.cs.unc.edu/APS/APS.pdf [Oct. 30, 2015].
  2. W. Heidrich and H. Seidel, “Realistic, Hardware-accelerated Shading and Lighting,” in Proc. 26th Annu. Conf. Comput. Graph. and Interactive Techniques, New York, NY, 1999, pp. 171-178. Available: http://www.cs.ubc.ca/~heidrich/Papers/Siggraph.99.pdf [Oct. 30, 2015].
  3. P. Cignoni et al., “A general method for preserving attribute values on simplified meshes,” in Proc. Conf. Visualization ‘98, Los Alamitos, CA, 1998, pp. 59-66. Available: http://vcg.isti.cnr.it/publications/papers/rocchini.pdf [Oct. 30, 2015].

Bump and Normal Mapping

  1. E. Russell, “Know the Difference: Bump, Normal and Displacement Maps,” Digital Tutors, 2014. [Online]. Available: http://blog.digitaltutors.com/bump-normal-and-displacement-maps/ [Oct. 26, 2015].
  2. mat.ucsb.edu, “An Introduction to Bump Mapping,” 2015. [Online]. Available: http://www.mat.ucsb.edu/594cm/2010/adams_rp1/index.html [Oct. 18, 2015].
  3. M. Tarini et al., “Real Time, Accurate, Multi-Featured Rendering of Bump Mapped Surfaces,” Computer Graphics Forum, vol. 19, no. 3, pp. 119-130, Sept., 2000.
  4. wiki.blender.org, “Bump and Normal Mapping,” 2015. [Online]. Available: http://wiki.blender.org/index.php/Doc:2.4/Manual/Textures/Influence/Material/Bump_and_Normal [Oct. 18, 2015].
  5. M. Mikkelsen, “Simulation of Wrinkled Surfaces Revisited,” M.S. thesis, Dept. Comput. Sci., Univ. Copenhagen, Copenhagen, Denmark, 2008. Available: http://image.diku.dk/projects/media/morten.mikkelsen.08.pdf [Oct. 30, 2015].

Displacement Mapping

  1. W. Donnelly, “Per-Pixel Displacement Mapping with Distance Functions”, in GPU Gems 2, 1st ed. Upper Saddle River, NJ: Pearson Education, Inc., 2005, ch. 8. Available: http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter08.html [Oct. 30, 2015].

Relief Mapping

  1. F. Policarpo and M. M. Oliveira, “Relaxed Cone Stepping for Relief Mapping,” in GPU Gems 3, 1st ed. Boston, MA: Pearson Education, Inc., 2008, ch. 18. Available: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch18.html [Oct. 30, 2015].
  2. M. M. Oliveira et al., “Relief Texture Mapping,” in Proc. 27th Annu. Conf. Comput. Graph. and Interactive Techniques, New York, NY, 2000, pp. 359-368. Available: http://www.cs.unc.edu/~gb/Pubs/RT.pdf [Oct. 30, 2015].
  3. F. Policarpo et al., “Real-Time Relief Mapping on Arbitrary Polygonal Surfaces,” in Proc. 2005 Symp. Interactive 3D Graphics and Games, New York, NY, 2005, pp. 155-162. Available: http://www.inf.ufrgs.br/~comba/papers/2005/rtrm-i3d05.pdf [Nov. 15, 2015].
  4. F. Policarpo and M. M. Oliveira, “Relief Mapping of Non-Height-Field Surface Details,” in Proc. 2006 Symp. Interactive 3D Graphics and Games, New York, NY, 2006, pp. 55-62. Available: http://www.inf.ufrgs.br/~oliveira/pubs_files/Policarpo_Oliveira_RTM_multilayer_I3D2006.pdf [Nov. 15, 2015].
  5. E. Risser et al., “Faster Relief Mapping Using the Secant Method,” J. Graph. Tools, vol. 12, no. 3, pp. 17-24, Jan., 2011. Available: http://www.ericrisser.com/stuff/FasterReliefMapingUsingTheSecantMethod.pdf [Oct. 30, 2015].
  6. M. McGuire and K. Whitson, “Indirection Mapping for Quasi-Conformal Relief Texturing,” in Proc. 2008 Symp. Interactive 3D Graphics and Games, New York, NY, 2008, pp. 191-198. Available: http://graphics.cs.williams.edu/papers/IndirectionI3D08/indirection08.pdf [Oct. 30, 2015].

Parallax Mapping

  1. developer.valvesoftware.com. “Parallax Mapping,” 2015. [Online]. Available: https://developer.valvesoftware.com/wiki/Parallax_mapping [Nov. 16, 2015].
  2. Morgan McGuire and Max McGuire, “Steep Parallax Mapping,” unpublished. Available: http://graphics.cs.brown.edu/games/SteepParallax/ [Nov. 15, 2015].

Horizon Mapping

  1. terathon.com. “Horizon Mapping,” 2013. [Online]. Available: http://www.terathon.com/wiki/index.php/Horizon_Mapping [Nov. 15, 2015].
  2. N. L. Max, “Horizon mapping: shadows for bump-mapped surfaces,” The Visual Computer, vol. 4, no. 2, pp. 109-117, Mar., 1988.