|
Volumetric Billboards
Philippe Decaudin,
Fabrice Neyret
Published in Computer Graphics Forum, Volume 28 (8), p 2079-–2089, 2009.
Bibtex :
|
@article{Decaudin:2009:VB,
title = "Volumetric Billboards",
author = "Philippe Decaudin and Fabrice Neyret",
journal = "Computer Graphics Forum",
volume = "28",
number = "8",
pages = "2079--2089",
year = "2009",
keywords = "image-based rendering, billboards, real-time rendering, GPU, geometry shader",
url = "http://phildec.users.sf.net/Research/VolBlbCGF09.php"
}
|
Abstract
|
This paper presents 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.
The 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.
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.
Keywords: image-based rendering, billboards, real-time rendering, GPU, geometry shader.
|
Downloads
Top
|