Beyond Triangles : GigaVoxels Effects In Video Games

Cyril Crassin 1, * Fabrice Neyret 1, * Sylvain Lefebvre 2, * Miguel Sainz 3 Elmar Eisemann 1, 4, 5, *
* Auteur correspondant
1 ARTIS - Acquisition, representation and transformations for image synthesis
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
2 REVES - Rendering and virtual environments with sound
CRISAM - Inria Sophia Antipolis - Méditerranée
Abstract : Voxel representations are commonly used for scientific data visualization, but also for many special effects involving complex or fuzzy data (e.g., clouds, smoke, foam). Since voxel rendering permits better and easier filtering than triangle-based representations it is also an efficient high-quality choice for complex meshes (with several triangles per pixel) and detailed geometric data (e.g., boats in Pirates of the Caribbean).
Type de document :
Communication dans un congrès
SIGGRAPH 2009 : Talks, Aug 2009, New Orleans, LA, United States. ACM, pp.78, 2009, <10.1145/1597990.1598068>
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Soumis le : vendredi 27 août 2010 - 17:19:28
Dernière modification le : vendredi 22 février 2013 - 17:01:39
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Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre, Miguel Sainz, Elmar Eisemann. Beyond Triangles : GigaVoxels Effects In Video Games. SIGGRAPH 2009 : Talks, Aug 2009, New Orleans, LA, United States. ACM, pp.78, 2009, <10.1145/1597990.1598068>. <inria-00510233>

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