“Screen space decals in Warhammer 40,000: Space Marine” by Kim
Conference:
Type(s):
Title:
- Screen space decals in Warhammer 40,000: Space Marine
Session/Category Title: Surf & Turf
Presenter(s)/Author(s):
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.