Interactive Rendering to View-Dependent Texture-Atlases

dc.contributor.authorTrapp, Matthiasen_US
dc.contributor.authorDöllner, Jürgenen_US
dc.contributor.editorH. P. A. Lensch and S. Seipelen_US
dc.date.accessioned2015-07-09T10:00:49Z
dc.date.available2015-07-09T10:00:49Z
dc.date.issued2010en_US
dc.description.abstractThe image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments with respect to the virtual camera. Often, transparency-based visualization techniques, e.g., ghosted views, also require information of occluded fragments. These can be captured using multi-pass rendering techniques such as depthpeeling or stencil-routed A-buffers on a per-fragment basis. This paper presents an additional rendering technique that enables the derivation of image-based representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space.The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments with respect to the virtual camera. Often, transparency-based visualization techniques, e.g., ghosted views, also require information of occluded fragments. These can be captured using multi-pass rendering techniques such as depthpeeling or stencil-routed A-buffers on a per-fragment basis. This paper presents an additional rendering technique that enables the derivation of image-based representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space.en_US
dc.description.sectionheadersImages, Geometry, and Musicen_US
dc.description.seriesinformationEurographics 2010 - Short Papersen_US
dc.identifier.doi10.2312/egsh.20101053en_US
dc.identifier.pages81-84en_US
dc.identifier.urihttps://doi.org/10.2312/egsh.20101053en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Rendering to View-Dependent Texture-Atlasesen_US
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