de.mpg.escidoc.pubman.appbase.FacesBean
Deutsch
 
Hilfe Wegweiser Datenschutzhinweis Impressum Kontakt
  DetailsucheBrowse

Datensatz

DATENSATZ AKTIONENEXPORT

Freigegeben

Konferenzbeitrag

Interactive Semi-Transparent Volumetric Textures

MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44911

Lensch,  Hendrik P. A.
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44284

Daubert,  Katja
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

Externe Ressourcen
Es sind keine Externen Ressourcen verfügbar
Volltexte (frei zugänglich)
Es sind keine frei zugänglichen Volltexte verfügbar
Ergänzendes Material (frei zugänglich)
Es sind keine frei zugänglichen Ergänzenden Materialien verfügbar
Zitation

Lensch, H. P. A., Daubert, K., & Seidel, H.-P. (2002). Interactive Semi-Transparent Volumetric Textures. In Proceedings of Vision, Modeling, and Visualization VMV 2002 (pp. 505-512). Berlin, Germany: Akademische Verlagsgesellschaft Aka GmbH.


Zitierlink: http://hdl.handle.net/11858/00-001M-0000-000F-2FC4-D
Zusammenfassung
Volumetric textures are often used to increase the visual complexity of an object without increasing the polygon count. Although it is much more efficient in terms of memory to store only the volume close to the surface and to determine the overall shape by a triangle mesh, rendering is much more complicated compared to a single volume. We present a new rendering method for volumetric textures which allows highest quality at interactive rates even for semi-transparent volumes. The method is based on 3D texture mapping where hundreds of planes orthogonal to the viewing direction are rendered back to front slicing the 3D surface volume. This way we are able to correctly display semi-transparent objects and generate precise silhouettes. The core problem is to calculate the intersection of prisms formed by extruding the triangles of the mesh along their normals and the rendering planes. We present two solutions, a hybrid and a purely hardware-based approach.