Real-Time Metaball Ray Casting with Fragment Lists
dc.contributor.author | Szécsi, László | en_US |
dc.contributor.author | Illés, Dávid | en_US |
dc.contributor.editor | Carlos Andujar and Enrico Puppo | en_US |
dc.date.accessioned | 2013-11-08T10:28:51Z | |
dc.date.available | 2013-11-08T10:28:51Z | |
dc.date.issued | 2012 | en_US |
dc.description.abstract | In 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.description.seriesinformation | Eurographics 2012 - Short Papers | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | https://doi.org/10.2312/conf/EG2012/short/093-096 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Raytracing | en_US |
dc.title | Real-Time Metaball Ray Casting with Fragment Lists | en_US |