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Texture mapping / Shading / Bump mapping / Normal mapping / Rendering / Shader / Shading language / Blinn–Phong shading model / Texture synthesis / Computer graphics / Virtual reality / 3D computer graphics


Document Date: 2003-09-09 15:53:18


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City

J. Pyramid / Vancouver / Microfacet / Saarbrücken / /

Company

AMD / ASTRA / B. Efficient Bump Mapping Hardware / NVIDIA Corporation / /

Country

Germany / Canada / /

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Facility

University of North Carolina / Chapel Hill / Main Mall / Time Bump Map Synthesis Jan Kautz∗ Wolfgang Heidrich† Max-Planck-Institut für Informatik∗ Hans-Peter Seidel∗ University of British Columbia† Figure / /

IndustryTerm

software rendering / results using software / software renderings / multipass algorithm / graphics hardware / implementations using graphics hardware / software renderer / software rendering method / built graphics hardware / dot-products / /

NaturalFeature

Chapel Hill / /

Organization

Optical Society of America / Real-Time Bump Map Synthesis Jan Kautz∗ Wolfgang Heidrich† Max-Planck-Institut für Informatik∗ Hans-Peter Seidel / University of North Carolina / Chapel Hill / Imager Lab / University of British Columbia / /

Person

Hans-Peter Seidel / Jan Kautz∗ Wolfgang Heidrich / UNC CSTR / /

Position

artist / first author / Reflectance Model for Computer Graphics / /

Product

OpenGL / GeForce 3 / /

ProgrammingLanguage

R / C / /

ProvinceOrState

British Columbia / North Carolina / /

PublishedMedium

Computer Graphics / Communications of the ACM / /

Technology

3.3 Algorithm / 2.2 Rendering Algorithm The algorithm / proposed algorithm / Graphics processors / multipass algorithm / shading algorithm / rendering algorithm / Simulation / PDF / /

URL

http /

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