Brito, Caio José Dos SantosPoulin, PierreTeichrieb, VeronicaBikker, JaccoGribble, Christiaan2023-06-252023-06-252023978-3-03868-229-52079-8687https://doi.org/10.2312/hpg.20231132https://diglib.eg.org:443/handle/10.2312/hpg20231132Volumetric representations allow filtering of mesh-based complex 3D scenes to control both the efficiency and quality of rendering. Unfortunately, directional variations in the visual appearance of a volume still hinder its adoption by the real-time rendering community. To alleviate this problem, we propose two simple structures: (1) a virtual mesh to encode the directional distribution of colors and normals, and (2) a low-resolution subgrid of opacities to encode directional visibility. We precompute these structures from a mesh-based scene into a regular voxelization. During display, we use simple rendering methods on the two structures to compute the image contribution of the appearance of a visible voxel, optimizing for efficiency and/or quality. The improved visual results compared to previous work are a step forward to the integration of volumetric representations in real-time rendering.Attribution 4.0 International LicenseCCS Concepts: Computing methodologies -> Visibility; Volumetric models; Antialiasing; Keywords: Volume rendering, voxel, octree, level of detail, SGGXComputing methodologiesVisibilityVolumetric modelsAntialiasingKeywordsVolume renderingvoxeloctreelevel of detailSGGXVoxel-based Representations for Improved Filtered Appearance10.2312/hpg.2023113213-2210 pages