Real-Time Metaball Ray Casting with Fragment Lists
Abstract
In this paper we describe a method for rendering particle-based medium representations. The algorithm builds per-pixel lists of relevant metaballs, then incrementally constructs a piecewise polynomial approximation of summed metaball densities along rays, and finds intersections with the isosurface using those. This new approach scales well for a high number of particles, it can handle local extremities of depth complexity robustly, and it does not suffer from the inaccuracies and limitations of screen-space filtering approximation methods.
BibTeX
@inproceedings {10.2312:conf:EG2012:short:093-096,
booktitle = {Eurographics 2012 - Short Papers},
editor = {Carlos Andujar and Enrico Puppo},
title = {{Real-Time Metaball Ray Casting with Fragment Lists}},
author = {Szécsi, László and Illés, Dávid},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/short/093-096}
}
booktitle = {Eurographics 2012 - Short Papers},
editor = {Carlos Andujar and Enrico Puppo},
title = {{Real-Time Metaball Ray Casting with Fragment Lists}},
author = {Szécsi, László and Illés, Dávid},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/short/093-096}
}