Interactive Volumetric Textures

  • Alexandre Meyer
  • Fabrice Neyret
Part of the Eurographics book series (EUROGRAPH)


This paper presents a method for interactively rendering complex repetitive scenes such as landscapes, fur, organic tissues, etc. It is an adaptation to Z-buffer of volumetric textures, a ray-traced method, in order to use the power of existing graphics hardware. Our approach consists in slicing a piece of 3D geometry (one repetitive detail of the complex data) into a series of thin layers. A layer is a rectangle containing the shaded geometry that falls in that slice. These layers are used as transparent textures, that are mapped onto the underlying surface (e.g. a hill or an animal skin) with an extrusion offset. We show some results obtained with our first implementation, such as a scene of 13 millions of virtual polygons animated at 2.5 frames per second on a SGI O2.


Computer Graphic Volume Rendering Visual Complexity Graphic Hardware View Direction 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Wien 1998

Authors and Affiliations

  • Alexandre Meyer
    • 1
  • Fabrice Neyret
    • 1
  1. 1.iMAGIS laboratoire GRAVIR/IMAG-INRIACNRS/INRIA/UJF/INPGGrenoble cedex 09France

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