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dc.contributor.authorMueller, Matthiasen_US
dc.contributor.authorSchirm, Simonen_US
dc.contributor.authorDuthaler, Stephanen_US
dc.contributor.editorDimitris Metaxas and Jovan Popovicen_US
dc.date.accessioned2014-01-29T07:27:25Z
dc.date.available2014-01-29T07:27:25Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-44-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA07/009-016en_US
dc.description.abstractWe present a simple yet powerful approach for the generation and rendering of surfaces defined by the boundary of a three-dimensional point cloud. First, a depth map plus internal and external silhouettes of the surface are generated in screen space. These are used to construct a 2D screen space triangle mesh with a new technique that is derived from Marching Squares. The resulting mesh is transformed back to 3D world space for the computation of occlusions, reflections, refraction, and other shading effects. One of the main applications for screen space meshes is the visualization of Lagrangian, particle-based fluids models. Our new method has several advantages over the full 3D Marching Cubes approach. The algorithm only generates surface where it is visible, view-dependent level of detail comes for free, and interesting visual effects are possible by filtering in screen space.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation and Virtual Realityen_US
dc.titleScreen Space Meshesen_US
dc.description.seriesinformationEurographics/SIGGRAPH Symposium on Computer Animationen_US


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