having OpenGL v.3.3 – GLSL v.330. Except in the
sphere models, most triangles are dissimilar, and may
be represented by small pixel chunks in the map. Tex-
ture files have a maximum horizontal width of 8192
pixels, but are limitless in length. Texture size for
each individual triangle is 256× 256 or 512× 512.
Several models where chosen: Spheres at vary-
ing resolutions (an icosehedron being the ”simpler”
mesh); the Stanford Bunny mesh (144,046 triangles,
72,027 vertices); the Armadillo mesh (345,944 faces,
172,974 vertices). Table 1 shows several resolutions
of the meshes of each model.
There is not much difference rendering meshes
with one million triangles and one of five thousand.
A high number of triangles is offset by the reduced
individual size of each texture and its parallax ren-
dering. Only those triangles that are near silhouette’s
edges or belonging to sharp features need more iter-
ation, since front-facing triangles will have very little
parallax displacement, and the fragment shader does
not spend much time iterating. This means that for
each object model there is an optimal combination of
high and low resolution meshes that allows rendering
all geometric detail with the best performance.
Overall, using the same haptic image-based map
for visually rendering meshes guarantees enough pro-
cessing time for the high frequency sampling of colli-
sion detections needed for accurate force perception.
6 CONCLUSIONS
An approach using a haptic image-based relief atlas
in warped tangent space, computed out of a low res-
olution mesh and a highly detailed is shown. The ap-
proach is geared for adequate visual surface represen-
tation when interacting with haptic detail. Savings in
processing time may be dedicated to better calculate
collisions against geometry, necessary for good detail
perception in meshes with high polygon counts.
The procedure allows reducing this to a prepro-
cessing step involving a low resolution mesh to com-
pute a low distortion warped relief texture in tangent
space, and a texture sampling approach in a fragment
shader that produces good detail at interactive rates,
unwarping the texture and producing apparente geo-
metric relief using a modified POM shader.
Instead of parallax mapping, geometric displace-
ment mapping may be used, to sample the texture and
unwarp the resulting points to generate more points
using a geometryshader. The method can be extended
to multiresolution tangent atlases, generating separate
mipmap relief textures at varying resolutions, allow-
ing for more or less detail when zooming at the scene.
ACKNOWLEDGEMENTS
This work has been co-financed by project TIN2010-
20590-C02-01 from Spain’s Ministry of Education.
REFERENCES
Baboud, L. and D´ecoret, X. (2006). Rendering geometry
with relief textures. In Graphics Interface ’06, Que-
bec, Canada.
Carr, N. A. and Hart, J. C. (2002). Meshed atlases for real-
time procedural solid texturing. ACM Trans. Graph.,
21(2):106–131.
Dachsbacher, C. and Tatarchuk, N. (2007). Prism Parallax
Occlusion Mapping with Accurate Silhouette Genera-
tion. In ACM Symposium on Interactive 3D Graphics
and Games (I3D 2007).
Gain, J. and Bechmann, D. (2008). A survey of spatial
deformation from a user-centered perspective. ACM
Trans. Graph., 27(4):107:1–107:21.
Gonz´alez, F. and Patow, G. (2009). Continuity map-
ping for multi-chart textures. ACM Trans. Graph.,
28(5):109:1–109:8.
Hirche, J., Ehlert, A., Guthe, S., and Doggett, M. (2004).
Hardware accelerated per-pixel displacement map-
ping. In Proceedings of Graphics Interface 2004, GI
’04, pages 153–158.
Hoppe, H. (1999). New Quadric Metric for Simplifying
Meshes with Appearance Attributes. In IEEE Visual-
ization 1999 Conference, pages 59–66.
L´evy, B., Petitjean, S., Ray, N., and Maillot, J. (2002). Least
squares conformal maps for automatic texture atlas
generation. ACM Trans. Graph., 21(3):362–371.
Policarpo, F. and Oliveira., M. M. (2007). Relaxed cone
stepping for relief mapping. In Nguyen, H., editor,
GPU Gems 3, chapter 18, pages 409–428. Addison-
Wesley Professional.
Policarpo, F., Oliveira, M. M., and Comba, J. L. D. (2005).
Real-time relief mapping on arbitrary polygonal sur-
faces. In SI3D ’05: Proceedings of the 2005 sym-
posium on Interactive 3D graphics and games, pages
155–162, New York, NY, USA. ACM Press.
Rusinkiewicz, S. (2012). Trimesh2 C++ mesh library.
http://gfx.cs.princeton.edu/proj/trimesh2/. PIXL –
Princeton ImageX Labs, New Jersey, NJ, USA.
Szirmay-Kalos, L. and Umenhoffer, T. (2008). Displace-
ment Mapping on the GPU – State of the Art. COM-
PUTER GRAPHICS forum, 27(6):1567–1592.
Tarini, M., Pietroni, N., Cignoni, P., Panozzo, D., and
Puppo, E. (2010). Practical quad mesh simplification.
Computer Graphics Forum, 29(2):407–418.
Tatarchuk, N. (2006). Dynamic parallax occlusion mapping
with approximate soft shadows. In SI3D06, pages 63–
69.
Theoktisto, V., Fair´en, M., and Navazo, I. (2010). A hy-
brid rugosity mesostructure (HRM) for rendering fine
haptic detail. CLEI Electronic Journal (CLEIej) ISSN
0717-5000, 13(3).
Timonen, V. and JanWesterholm (2010). Scalable Height
Field Self-Shadowing. COMPUTER GRAPHICS fo-
rum, EuroGraphics 2010 issue, 29(2):723–731.
Visual Computing Lab, ISTI–CNR, Pisa, Italy (2012).
MeshLab. http://meshlab.sourceforge.net/.
GRAPP2013-InternationalConferenceonComputerGraphicsTheoryandApplications
196