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3D graphics eBook - Course Materials Repository

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Displacement mapping 41<br />

Further reading<br />

• Blender Displacement Mapping [1]<br />

• Relief Texture Mapping [2] website<br />

• Real-Time Relief Mapping on Arbitrary Polygonal Surfaces [3] paper<br />

• Relief Mapping of Non-Height-Field Surface Details [4] paper<br />

• Steep Parallax Mapping [5] website<br />

• State of the art of displacement mapping on the gpu [6] paper<br />

References<br />

[1] http:/ / mediawiki. blender. org/ index. php/ Manual/ Displacement_Maps<br />

[2] http:/ / www. inf. ufrgs. br/ %7Eoliveira/ RTM. html<br />

[3] http:/ / www. inf. ufrgs. br/ %7Eoliveira/ pubs_files/ Policarpo_Oliveira_Comba_RTRM_I<strong>3D</strong>_2005. pdf<br />

[4] http:/ / www. inf. ufrgs. br/ %7Eoliveira/ pubs_files/ Policarpo_Oliveira_RTM_multilayer_I<strong>3D</strong>2006. pdf<br />

[5] http:/ / <strong>graphics</strong>. cs. brown. edu/ games/ SteepParallax/ index. html<br />

[6] http:/ / www. iit. bme. hu/ ~szirmay/ egdisfinal3. pdf<br />

Doo–Sabin subdivision surface<br />

In computer <strong>graphics</strong>, Doo–Sabin subdivision surface is a type of<br />

subdivision surface based on a generalization of bi-quadratic uniform<br />

B-splines. It was developed in 1978 by Daniel Doo and Malcolm Sabin<br />

[1] [2] .<br />

This process generates one new face at each original vertex, n new<br />

faces along each original edge, and n x n new faces at each original<br />

face. A primary characteristic of the Doo–Sabin subdivision method is<br />

the creation of four faces around every vertex. A drawback is that the<br />

faces created at the vertices are not necessarily coplanar.<br />

Evaluation<br />

Doo–Sabin surfaces are defined recursively. Each refinement iteration<br />

Simple Doo-Sabin sudivision surface. The figure<br />

shows the limit surface, as well as the control<br />

point wireframe mesh.<br />

replaces the current mesh with a smoother, more refined mesh, following the procedure described in [2] . After many<br />

iterations, the surface will gradually converge onto a smooth limit surface. The figure below show the effect of two<br />

refinement iterations on a T-shaped quadrilateral mesh.<br />

matrices are not in general diagonalizable.<br />

Just as for Catmull–Clark surfaces,<br />

Doo–Sabin limit surfaces can also be<br />

evaluated directly without any<br />

recursive refinement, by means of the<br />

technique of Jos Stam [3] . The solution<br />

is, however, not as computationally<br />

efficient as for Catmull-Clark surfaces<br />

because the Doo–Sabin subdivision

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