“Smooth transitions between bump rendering algorithms” by Becker and Max

  • ©Barry G. Becker and Nelson L. Max




    Smooth transitions between bump rendering algorithms



    A method is described for switching smoothly between
    rendering algorithms as required by the amount of visible surface detail. The result will be more realism with
    less computation for displaying objects whose surface
    detail can be described by one or more bump maps. The
    three rendering algorithms considered are a BRDF,
    bump mapping, and displacement mapping. The bump
    mapping has been modified to make it consistent with
    the other two. For a given viewpoint, one of these
    algorithms will show a better trade-off between quality, computation time, and aliasing than the other two.
    The decision as to which algorithm is appropriate is a
    function of distance, viewing angle, and the frequency
    of bumps in the bump map.


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