Abstract: Stipples are desired for pattern fillings and
transparency effects. In contrast, some graphics standards, including
OpenGL ES 1.1 and 2.0, omitted this feature. We represent details of
providing line stipples and polygon stipples, through combining
texture mapping and alpha blending functions. We start from the
OpenGL-specified stipple-related API functions. The details of
mathematical transformations are explained to get the correct texture
coordinates. Then, the overall algorithm is represented, and its
implementation results are followed. We accomplished both of line
and polygon stipples, and verified its result with conformance test
routines.
Abstract: This paper describes a method of modeling to model
shadow play puppet using sophisticated computer graphics techniques
available in OpenGL in order to allow interactive play in real-time
environment as well as producing realistic animation. This paper
proposes a novel real-time method is proposed for modeling of puppet
and its shadow image that allows interactive play of virtual shadow
play using texture mapping and blending techniques. Special effects
such as lighting and blurring effects for virtual shadow play
environment are also developed. Moreover, the use of geometric
transformations and hierarchical modeling facilitates interaction
among the different parts of the puppet during animation. Based on the
experiments and the survey that were carried out, the respondents
involved are very satisfied with the outcomes of these techniques.
Abstract: Previous the 3D model texture generation from multi-view images and mapping algorithms has issues in the texture chart generation which are the self-intersection and the concentration of the texture in texture space. Also we may suffer from some problems due to the occluded areas, such as inside parts of thighs. In this paper we propose a texture mapping technique for 3D models using multi-view images on the GPU. We do texture mapping directly on the GPU fragment shader per pixel without generation of the texture map. And we solve for the occluded area using the 3D model depth information. Our method needs more calculation on the GPU than previous works, but it has shown real-time performance and previously mentioned problems do not occur.