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dc.contributor.authorSzécsi, Lászlóen_US
dc.contributor.authorIllés, Dáviden_US
dc.contributor.editorCarlos Andujar and Enrico Puppoen_US
dc.date.accessioned2013-11-08T10:28:51Z
dc.date.available2013-11-08T10:28:51Z
dc.date.issued2012en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2012/short/093-096en_US
dc.description.abstractIn 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Raytracingen_US
dc.titleReal-Time Metaball Ray Casting with Fragment Listsen_US
dc.description.seriesinformationEurographics 2012 - Short Papersen_US


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