Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast As 2006
DOI: 10.1145/1174429.1174477
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Real-time shell space rendering of volumetric geometry

Abstract: This work introduces a new technique for real-time rendering of arbitrary volumetric geometry into a polygonal mesh's shell space. The shell space is a layer of variable thickness on top or below the polygonal mesh. The technique computes view ray shell geometry intersections in a pixel shader. In addition to arbitrary volumetric shell geometry, represented as volume textures, it can handle also the less general case of height-field shell geometry. To minimize the number of ray tracing steps, a 3D distance map… Show more

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Cited by 12 publications
(11 citation statements)
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“…The method focuses mostly on cloth rendering in garment prototyping applications. Also there is an approach for cloth rendering on fiber level [8], but it's applicable only for this specific cloth visualization.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…The method focuses mostly on cloth rendering in garment prototyping applications. Also there is an approach for cloth rendering on fiber level [8], but it's applicable only for this specific cloth visualization.…”
Section: Related Workmentioning
confidence: 99%
“…For applying a 3D texture on a base surface we use a real-time adaptation [8] of a method named shell mapping, originally introduced in [4]. Applying is performed by constructing a shell of tetrahedrons over the base surface and then, when rendering, tracing the texture inside each one using sphere tracing [9].…”
Section: Introductionmentioning
confidence: 99%
“…Shen [12] extends Shell Mapping to support the animation of a shell, which allows morphing and deformation of the surface objects. Ritsche [13] presents a real-time version of a shell space rendering approach. The technique uses ray tracing of surface details stored as volumetric textures.…”
Section: Related Workmentioning
confidence: 99%
“…1, determines, for each position x inside the data volume, the distance δ(x) to the nearest non-empty voxel. Other authors have used similar approaches to calculate surface displacement [7] or to compute geometry in shell space [36]. In our case, we apply this technique to optimize lighting calculations by accelerating primary and shadow ray traversals.…”
Section: Distance Based Optimizationmentioning
confidence: 99%