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dc.contributor.authorDecaudin, Philippeen_US
dc.contributor.authorNeyret, Fabriceen_US
dc.date.accessioned2015-02-23T09:30:03Z
dc.date.available2015-02-23T09:30:03Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01354.xen_US
dc.description.abstractWe introduce an image-based representation, called volumetric billboards, allowing for the real-time rendering of semi-transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti-aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.The representation is based on volumetric images of the objects and on a dedicated real-time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels-of-detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high-resolution objects by assembling instances of low-resolution volumetric billboards.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleVolumetric Billboardsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number8en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01354.xen_US
dc.identifier.pages2079-2089en_US


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