Texture shading and other cool rendering techniques

Brian Cabral

Silicon Graphics

Abstract

Historically texture mapping has been used to paste images on geometry. This view of texture mapping is very limiting especially in light of high speed texturing and imaging hardware. Numerous rendering problems become greatly accelerated and in some cases made easier by reformulating them in terms of texture mapping. These include volume shading, bump mapping, Phong shading, scalar and vector visualization. This talk will focus on the mathematics and implementation of these techniques.