“Real-Time Bump Map Deformations” by Wrotek, Rice and McGuire

  • ©Pawel Wrotek, Alexander Rice, and Morgan McGuire

  • ©Pawel Wrotek, Alexander Rice, and Morgan McGuire

  • ©Pawel Wrotek, Alexander Rice, and Morgan McGuire

Conference:


Type:


Entry Number: 001

Title:

    Real-Time Bump Map Deformations

Presenter(s)/Author(s):



Abstract:


    We present a method for efficiently generating plausible dents and scratches due to collisions using bump maps instead of mesh deformation. We use a rigid body simulator based on that of Guendelman et al. [2003], with collisions detected by interpenetration using the OPCODE and G3D libraries. When a collision occurs, we make multiple rendering passes to compute the bump map deformation on the GPU. Our method is limited by the dynamic range of the bump maps and will eventually saturate.

References:


    1. Guendelman, E., Bridson, R., and Fedkiw, R. 2003. Non-convex rigid bodies with stacking. ACM Trans. Graph. 22, 3, 871–878.
    2. Sheffer, A., and de Sturler, E. 2001. Parameterization of faceted surfaces for meshing using angle based flattening. Engineering with Computers 17, 3, 326–337.


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