Silhouette Maps for Improved Texture Magnification

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In conclusion, we show how we have extended the shadow silhouette map algorithm to handle more general textures.

We applied an edge-preserving filter kernel to the algorithm so that we could handle more complex and natural textures.

We also showed that this technique is very fast and can be implemented on graphics hardware. We demonstrate that they can be used anywhere textures are normally used, like texture mapping, alpha textures, shader control, etc.

As presented at SIGGRAPH/EUROGRAPHICS Graphics Hardware 2004
by Pradeep Sen on August 30, 2004