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Interactive Volumetric Textures

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Rendering Techniques ’98 (EGSR 1998)

Part of the book series: Eurographics ((EUROGRAPH))

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Abstract

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.

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© 1998 Springer-Verlag Wien

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Meyer, A., Neyret, F. (1998). Interactive Volumetric Textures. In: Drettakis, G., Max, N. (eds) Rendering Techniques ’98. EGSR 1998. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6453-2_15

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  • DOI: https://doi.org/10.1007/978-3-7091-6453-2_15

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  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83213-4

  • Online ISBN: 978-3-7091-6453-2

  • eBook Packages: Springer Book Archive

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