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A post-processing decal texture mapping algorithm on graphics hardware

Online:14 June 2006Publication History

ABSTRACT

This paper discusses the problem of decal texture mapping onto arbitrary surfaces. Most of the current applications using decal textures are using sub-face projection or multi-layer texture blending technique to resolve this problem. Both of these methods are heavy loaded on CPU and the rendering speed is directly related to the number of the decals. In our approach, a post-processing decal texture mapping algorithm is used to blend the decals into frame buffer after the main rendering stage and implemented as a procedural texture fragment shader on the GPU. Our algorithm fully utilized the parallelism nature of GPU, and achieved a comparable high real-time rendering performance.

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  1. A post-processing decal texture mapping algorithm on graphics hardware

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          ACM Conferences cover image
          VRCIA '06: Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
          June 2006
          410 pages
          ISBN:1595933247
          DOI:10.1145/1128923

          Copyright © 2006 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Online: 14 June 2006
          • Published: 14 June 2006

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