Omni-directional Relief Impostors 

Abstract

Relief impostors have been proposed as a compact and high-quality representation for high-frequency detail in 3D models. In this paper we propose an algorithm to represent a complex object through the combination of a reduced set of relief maps. These relief maps can be rendered with very few artifacts and no apparent deformation from any view direction. We present an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image-space metric to select a sufficient subset of relief maps for each view direction. Selected maps (typically three) are rendered based on the well-known ray-height-field intersection algorithm implemented on the GPU. We discuss several strategies to merge overlapping relief maps while minimizing sampling artifacts and to reduce extra texture requirements. We show that our representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction. Since the rendering cost is output sensitive, our representation can be used to build a hierarchical model of a 3D scene. Omni-directional relief impostors are described in the following paper:

C. Andújar, J. Boo, P. Brunet, M. Fairén, I. Navazo, P. Vázquez, Ŕ. Vinacua. Omni-directional Relief Impostors, in Proc. EUROGRAPHICS'07.

Movies

These are some movies showing our results (XviD codec required).


Movie: Armadillo - 3 best impostors (shifted and scaled for clarity) (860KB)


Movie: Armadillo - results using 3 relief maps on average (864KB)


Movie: EG dragon - results using 3 relief maps on average (374KB)


Movie: Bunny - results using 3 relief maps on average (368KB)


Movie: Navigation with Hierarchical ORIs (820KB)


Movie: Max Planck model - using 3 relief maps on average


Movie: Lucy model - using 4 relief maps on average


Movie: Dinosaur - using 3 relief maps on average

Model credits

Stanford 3D Scanning Repository (Armadillo, Bunny and Lucy)
UTIA,CGG (Phlegmatic dragon)
Cyberware (Dinosaur and horse)
Clemson University (Skeleton Hand)
MPI (Max Planck bust)

Shader source code

Source code of the shader (May 2007 version) can be downloaded here.

C. Andújar, J. Boo, P. Brunet, M. Fairén, I. Navazo, P. Vázquez, Ŕ. Vinacua, 2006.