Szécsi, LászlóIllés, DávidCarlos Andujar and Enrico Puppo2013-11-082013-11-0820121017-4656https://doi.org/10.2312/conf/EG2012/short/093-096In 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.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-RaytracingReal-Time Metaball Ray Casting with Fragment Lists