Full Text:   <3014>

CLC number: TP391

On-line Access: 

Received: 2007-12-10

Revision Accepted: 2008-05-04

Crosschecked: 2008-11-10

Cited: 0

Clicked: 5566

Citations:  Bibtex RefMan EndNote GB/T7714

-   Go to

Article info.
Open peer comments

Journal of Zhejiang University SCIENCE A 2008 Vol.9 No.12 P.1656-1665


Using relief texture for interactive and tangible virtual environments

Author(s):  Junae KIM, Seonhyung SHIN, Gerard Jounghyun KIM

Affiliation(s):  Digital Contents Division, Electronic and Telecommunications Research Institute, Daejon 305-700, Korea; more

Corresponding email(s):   gjkim@korea.ac.kr

Key Words:  Relief texture (RT), Image-based modeling, Tangible interaction, Virtual environment

Junae KIM, Seonhyung SHIN, Gerard Jounghyun KIM. Using relief texture for interactive and tangible virtual environments[J]. Journal of Zhejiang University Science A, 2008, 9(12): 1656-1665.

@article{title="Using relief texture for interactive and tangible virtual environments",
author="Junae KIM, Seonhyung SHIN, Gerard Jounghyun KIM",
journal="Journal of Zhejiang University Science A",
publisher="Zhejiang University Press & Springer",

%0 Journal Article
%T Using relief texture for interactive and tangible virtual environments
%A Junae KIM
%A Seonhyung SHIN
%A Gerard Jounghyun KIM
%J Journal of Zhejiang University SCIENCE A
%V 9
%N 12
%P 1656-1665
%@ 1673-565X
%D 2008
%I Zhejiang University Press & Springer
%DOI 10.1631/jzus.A0720113

T1 - Using relief texture for interactive and tangible virtual environments
A1 - Junae KIM
A1 - Seonhyung SHIN
A1 - Gerard Jounghyun KIM
J0 - Journal of Zhejiang University Science A
VL - 9
IS - 12
SP - 1656
EP - 1665
%@ 1673-565X
Y1 - 2008
PB - Zhejiang University Press & Springer
ER -
DOI - 10.1631/jzus.A0720113

This paper first introduces a way to improve interactivity with high polygon count virtual objects through the “mixed” use of image-based representation within one object. That is, both 3D polygonal and image-based representations are maintained for an object, and switched for rendering depending on the functional requirement of the object. Furthermore, in order to reduce the popping effect and provide smooth and gradual transition during the object representation switch, the object is subdivided with the subdivided parts possibly represented differently, i.e., using 3D models or images. As for the image-based representation, the relief texture (RT) method is used. In particular, through the use of the mixed representation, a new way called TangibleScreen is proposed to provide object tangibility by associating the image-based representation with a physical prop (projecting the RTs) in a selective and flexible way. Overall, the proposed method provides a way to maintain an interactive frame rate with selective perceptual details in a large-scale virtual environment, while allowing the user to interact with virtual objects in a tangible way.

Darkslateblue:Affiliate; Royal Blue:Author; Turquoise:Article


[1] Aliaga, D., Lastra, A., 1998. Architectural Walkthroughs Using Portal Textures. Proc. Virtual Reality Annual Int. Symp., p.228-233.

[2] Aliaga, D., Lastra, A., 1999. Automatic Image Placement to Provide a Guaranteed Frame Rate. Proc. ACM SIGGRAPH, p.307-316.

[3] Andujar, C., Boo, J., Brunet, P., Fairen, M., Navazo, I., Vazquez, P., Vinacua A., 2007. Omni-directional Relief Impostors. Proc. EUROGRAPHICS, 6(3):553-560.

[4] Baboud, L., Decoret, X., 2006. Rendering Geometry with Relief Textures. Proc. Graphics Interface, p.195-201.

[5] Bimber, O., 2002. Interactive Rendering for Projection-based Augmented Reality Displays. PhD Thesis, Darmstadt University of Technology, Germany.

[6] Chen, S., Williams, L., 1993. View Interpolation for Image Synthesis. Proc. ACM SIGGRAPH, p.279-288.

[7] Fujita, M., Kanai, T., 2002. Hardware-assisted Relief Texture Mapping. Proc. EUROGRAPHICS, p.257-262.

[8] Grossberg, M., Peri, H., Nayar, S., Belhumeur, P., 2004. Making One Object Look like Another: Controlling Appearance Using a Projector-camera System. Proc. Conf. on Computer Vision and Pattern Recognition, p.452-459.

[9] Ishii, H., Ullmer, B., 1997. Tangible Bits: Towards Seamless Interfaces Between People, Bits and Atoms. Proc. SIGCHI Conf. on Human Factors in Computing Systems, p.234-241.

[10] Jeschke, S., Wimmer, M., Purgathofer, W., 2005. Star: Image-based Representations for Accelerated Rendering of Complex Scenes. Proc. EUROGRAPHICS, p.1-20.

[11] Low, K., Welch, G., Lastra, A., Fuchs, H., 2001. Life-sized Projector-based Dioramas. Proc. ACM Symp. on Virtual Reality Software and Technology, p.93-101.

[12] Luebke, D., Reddy, M., Cohen, J., Varshney, Watson, B., Huebner, B., 2002. A. Level of Detail for 3D Graphics. Morgan Kaufmann, USA.

[13] McMillan, L.Jr., 2001. An Image-based Approach to Three-dimensional Computer Graphics. PhD Thesis, University of North Carolina at Chapel Hill, USA.

[14] Neider, J., 1993. OpenGL Programming Guide. Addison Wesley Publishing Company, USA.

[15] Oat, C., Mitchel, J., Evans, A., Wenzel, C., 2006. Advanced Real-time Rendering in 3D Graphics and Games. Siggraph Course Notes 26.

[16] Oliveira, M., Bishop, G., 1999. Image-based Objects. Proc. ACM Symp. on Interactive 3D Graphics, p.191-198.

[17] Oliveira, M., Bishop, G., McAllister, D., 2000. Relief Texture Mapping. Proc. ACM SIGGRAPH, p.359-368.

[18] Pair, J., Neumann, U., Piepol, D., Swartout, B., 2003. FlatWorld: combining Hollywood set design techniques with VR. IEEE Comput. Graph. Appl., 23(1):12-15.

[19] Raskar, R., Low, K., 2001. Interacting with Spatially Augmented Reality. Proc. AFRIGRAPH, p.101-108.

[20] Raskar, R., Welch, G., Cutts, M., Lake, A., Stesin, L., Fuchs, H., 1998. The Office of the Future: A Unified Approach to Image Based Modeling and Spatially Immersive Displays. Proc. ACM SIGGRAPH, p.179-188.

[21] Reddy, M., 1997. The Effects of Low Frame Rate on a Measure for User Performance in Virtual Environments. Technical Report ECS-CSG-36-97. Department of Computer Science, University of Edinburgh, UK.

[22] Schaufler, G., 1995. Dynamically Generated Imposters. Proc. Workshop on Modeling Virtual World—Distributed Graphics, p.129-136.

[23] Schaufler, G., 1997. Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes. Proc. EUROGRAPHICS Workshop on Rendering, p.151-162.

[24] Seitz, S., Dyer, C., 1996. View Morphing. Proc. ACM SIGGRAPH, p.21-30.

[25] Shade, J., Gortler, S., He, L., Szeliski, R., 1998. Layered Depth Images. Proc. ACM SIGGRAPH, p.231-242.

Open peer comments: Debate/Discuss/Question/Opinion


Please provide your name, email address and a comment

Journal of Zhejiang University-SCIENCE, 38 Zheda Road, Hangzhou 310027, China
Tel: +86-571-87952783; E-mail: cjzhang@zju.edu.cn
Copyright © 2000 - 2024 Journal of Zhejiang University-SCIENCE