
498 11. Algorithms for procedural textures
displacement and transparen cy mapping. An example of a furry texture can be
seen in figure 11.36 where the edge silhouette has become streaked and blurred
and the normal view gives a depth perception that is only really discernible in a
stereoscopic rendering.
The combination of surface displacement and transparency mapping is gen-
erally referred to as the Shells algorithm because the idea is to build a series of
surface layers, shells, around the object by moving the vertices a small distance
along the direction of the normal vector at each vertex. Typically 10 to 20 shells
may be needed and each one is