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Line Integral Convolution Using OpenGL

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Margarita

Programmer
Mar 20, 2001
1
DE
Hello,
I would like to write a program to the following algorithm:
1. Update the texture coordinates at each vertex on
the surface.
2. Render the surface using the noise texture and the
displaced texture coordinates.
3. Accumulate the resulting image in the accumulation
buffer, scaling by 1/n.
4. Repeat the steps above n times , then return the
accumulated image.
5. Perform histogram equalization or image scaling to
maximize contrast.

Several assumptions are made to simplify the prcedure:
1. The supplied flow field vector grid matches the
tesselated textured surface; there's a one-to-one
correspondence between vector and vertex.
2 Set a fixed number of displacements (n) at each
vertex.

These assumtions allow one to simply use the vector
assosiated with each vertex on the tesselated
surface when computing texture displacements. One can also
simply calculate the displacements by parameterizing
the vector and computing evenly spaced texture coordinate
locations displaced along the vector direction, both forwards
and backwards.
Please suggest how I can do that
Thank you
Daphni
 
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