Browse > Article

Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation  

이승기 (연세대학교 컴퓨터과학과)
박우찬 (세종대학교 컴퓨터공학부)
김상덕 (연세대학교 컴퓨터과학과)
한탁돈 (연세대학교 컴퓨터과학과)
Abstract
Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.
Keywords
3D Graphics Hardware; Bump Mapping; Polar Coordinate System; Angular Rotation;
Citations & Related Records
연도 인용수 순위
  • Reference
1 A Kugler, 'IMEM: an intelligent memory for bump-and reflection-mapping,' In Proceedings of Eurographics/SIGGRAPH Workshop on Graphics Hardware, pp.113-122 , Aug. 1998   DOI
2 A. Watt, 3D Computer Graphics, 3rd ed., Addison-Wesley Publishing Company, 2000
3 T. Moller and E. Haines, Real-Time Rendering, A K Peters, Ltd., 1999
4 NVIDIA Corp., http://www.nvidia.com/view.asp?PAGE=products
5 F. M. Weinhaus and V. Devarajan, 'Texture Mapping 3D Models of Real-World Scenes,' ACM Computing Surveys, Vol. 29, No. 4, pp. 325-365, Dec. 1997   DOI   ScienceOn
6 P. S. Heckbert, 'Survey of Texture Mapping,' IEEE Computer Graphics and Applications, Vol. 6, No. 11, pp. 56-67, Nov. 1986   DOI   ScienceOn
7 P. Haeberli and M. Segal, 'Texture Mapping as a Fundamental Drawing Primitive,' In Proceedings of 4th Eurographics Workshop on Rendering, pp. 259-266, June 1993
8 M. Kilgard, 'A Practical and Robust Bump-mapping Technique for Today's GPUs,' NVIDIA Corporation, Apr. 2000
9 J. F. Blinn, 'Simulation of Wrinkled Surfaces,' In Proceedings of SIGGRAPH '78, pp. 286-292, 1978   DOI
10 G. Miller, M. Halstead, and M. Clifton, 'On-the-Fly Texture Computation for Real-Time Surface Shading,' IEEE Computer Graphics and Applications, Vol. 18, No. 2, pp. 44-58, Mar.-Apr. 1998   DOI   ScienceOn
11 M. Peercy, J. Airey, and B. Cabral, 'Efficient Bump Mapping Hardware,' Computer Graphics, Vol. 31, No. 4, pp. 303-306, 1997
12 T.I kedo and J. Ma, 'The Truga 001:A Scalable Rendering Processor,' IEEE Computer Graphics and Applications, Vol. 18, No. 2, pp. 59-79, Mar. 1998   DOI   ScienceOn
13 T. Ikedo and E. Obuchi, 'A Realtime Rough Surface Renderer,' In Proceedings of IEEE Computer Graphics International 2001, pp. 355-358, 2001   DOI
14 A. Schilling, G. Knittel, and W. StraBer, 'Texram: A Smart Memory for Texturing,' IEEE Computer Graphics and Applications, Vol. 16, No. 3, pp. 32-41, May 1996   DOI   ScienceOn
15 The Mesa 3D Graphics Library, http://www.mesa3d.org
16 T. McReynolds, D. Blythe, B. Grantham, and S. Nelson, 'Advanced Graphics Programming Techniques Using OpenGL,' In Course Notes of SIGGRAPH'98, July 1998
17 W. Heidrich and H. Seidel, 'Realistic, Hardware-accelerated Shading and Lighting,' In Proceedings of SIGGRAPH '99, pp. 171-178, Aug. 1999   DOI
18 T. Ikedo and J. Ma, 'An Advanced Graphics Chip with Bump-mapped Phong Shading,' In Proceedings of IEEE Computer Graphics International '97, pp. 156-165, 1997   DOI
19 D. Jackel and H. Russeler, 'A Real Time Rendering System with Normal Vector Shading,' In Proceedings of the 9th Eurographics Workshop on Graphics Hardware, pp. 48-57, 1994
20 K. Bennebroek, I. Ernst, H. Russeler, and O. Witting, 'Design Principles of Hardware-based Phong Shading and Bump Mapping,' Computers and Graphics, Vol. 21, No. 2, pp. 143-149, 1997   DOI   ScienceOn
21 J. A. Pineiro, J. D. Bruguera, 'High-Speed Double-Precision Computation of Reciprocal, Division, Square Root and Inverse Square Root,' IEEE Transactions on Computers, Vol. 51, No. 12, pp. 1377-1388, 2002   DOI   ScienceOn
22 J. S. Kim, J. H. Lee, and K. H. Park, 'A fast and efficient bump mapping algorithm by angular perturbation,' Computers and Graphics, Vol. 25, No. 5, pp. 401-407, 2001   DOI   ScienceOn
23 I. Ernst, H. Russeler, H. Schulz, and O. Wittig, 'Gouraud Bump Mapping,' In Proceedings of Eurographics/SIGGRAPH Workshop on Graphics Hardware, pp. 47-53, Aug. 1998   DOI
24 I. Ernst, D. Jackel, H. Russeler, and O. Wittig, 'Hardware Supported Bump Mapping: A Step towards Higher Quality Real-Time Rendering,' In Proceedings of 10th Eurographics Workshop on Graphics Hardware, pp. 63-70, Aug. 1995