“Screen space decals in Warhammer 40,000: Space Marine” by Kim

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Conference:


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Title:

    Screen space decals in Warhammer 40,000: Space Marine

Session/Category Title:   Surf & Turf


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Abstract:


    Traditionally, a decal is drawn as a textured mesh patch duplicated from the underlying geometry. This works most of the time, but often suffers from various problems, such as Z-fighting between the underlying mesh and the duplicated decal mesh and stretched decal textures when the underlying mesh has sparse vertices.

References:


    1. Persson, E. 2011. Volume Decals. In GPU Pro 2, A K Peters, 115–120
    2. Engel, W. 2009. Designing a Renderer for Multiple Lights — The Light Pre-Pass Renderer. In ShaderX7: Advanced Rendering Techniques, Chares River Media.


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