Sfb 288 Differential Geometry and Quantum Physics |
Branched texture maps
Layers of a branched texture map
The following steps generate a brached texture map:
- cover the surface 1-1 with a virtual base texture (e.g. by generating a piecewise isometric texture map)
- associate to every virtual base texel a stack of texels whose height depends on the number of layers above the point on the surface.
- color all texels according to the numerical problem
- specify a blending procedure which a renderer uses to blend the texels of each layer and obtain the final texture color
Every base texel has an associated stack of texels (here: height of stack = 3 ) whose height may vary within the texture domain.
Author: Konrad Polthier, Markus Schmies