Vitor Pamplona

Innovation on Vision: Imaging , Enhancement and Simulation

Animating Relief Impostors Using Radial Basis Functions Textures

In this gem, published in Game Programming Gems VII, we describe a new technique to animate relief impostors based on radial basis functions (RBF). In a pre-processing step, the user specifies the animation using a set of correspondence points on the texture of the impostor. The animation is encoded using an RBF representation, which is saved into a texture. At runtime, the RBF texture is used to warp the relief texture on the GPU producing the desired animation. The technique can animate relief impostors, billboards with normal mapping, displacement maps, or any other texture-based resolution-independent representation. All this is achieved with a simple RBF-evaluation shader function. The proposed technique can be used produce real-time realistic animations of live and moving objects undergoing repetitive motions.

To the best of our knowledge, this is the first technique to animate impostors with relief texture mapping. [Video]    


Vitor F. Pamplona, Manuel M. Oliveira e Luciana P. Nedel. Animating Relief Impostors Using Radial Basis Functions Textures . In: Scott Jacobs (ed.) Game Programming Gems 7. Charles River Media, Inc., Hingham, Massachusetts, 2008, (ISBN-13: 978-1-58450-527-3). pp. 401-412. [Video]  


  chapter = {Animating Relief Impostors Using Radial Basis Functions Textures},
  pages = {401-412.},
  title = {Game Programming Gems VII},
  publisher = {Charles River Media, Inc.},
  year = {2008},
  editor = {Scott Jacobs},
  author = {Vitor F. Pamplona and Manuel M. Oliveira and Luciana P. Nedel.},
  address = {Hingham, Massachusetts},

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Posted in Jun 5, 2009 by Vitor Pamplona - Edit - History

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