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Interactive Volumetric Textures

Alexandre Meyer 1 Fabrice Neyret 1, * 
* Corresponding author
1 iMAGIS - Models, Algorithms and Geometry for Computer Generated Image Graphics
GRAVIR - IMAG - Laboratoire d'informatique GRAphique, VIsion et Robotique de Grenoble, Inria Grenoble - Rhône-Alpes
Abstract : This paper presents a method for interactively rendering complex repetitive scenes such as landscapes, fur, organic tissues, etc. It is an adaptation to Z-buffer of volumetric textures, a ray-traced method, in order to use the power of existing graphics hardware. Our approach consists in slicing a piece of 3D geometry (one repetitive detail of the complex data) into a series of thin layers. A layer is a rectangle containing the shaded geometry that falls in that slice. These layers are used as transparent textures, that are mapped onto the underlying surface (e.g. a hill or an animal skin) with an extrusion offset. We show some results obtained with our first implementation, such as a scene of 13 millions of virtual polygons animated at 2.5 frames per second on a SGI O2.
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  • HAL Id : inria-00537518, version 1



Alexandre Meyer, Fabrice Neyret. Interactive Volumetric Textures. Eurographics Workshop on Rendering techniques (Rendering Techniques'98), Eurographics, Jun 1998, Vienna, Austria. pp.157--168. ⟨inria-00537518⟩



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