Zippered polygon meshes from range images
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Theory of Shape by Space Carving
International Journal of Computer Vision - Special issue on Genomic Signal Processing
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
Fast Euclidean distance transformation in two scans using a 3 × 3 neighborhood
Computer Vision and Image Understanding
Real-time relief mapping on arbitrary polygonal surfaces
ACM SIGGRAPH 2005 Papers
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
3D Distance Fields: A Survey of Techniques and Applications
IEEE Transactions on Visualization and Computer Graphics
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Rendering 3D volumes using per-pixel displacement mapping
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Parallel Banding Algorithm to compute exact distance transform with the GPU
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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In this article we present a new volumetric representation of objects which can be rendered in real-time on modern GPUs. We show how existing polygonal objects are transformed into a volumetric representation involving space carving and height fields. The performance of the rendering algorithm is determined by the screen space area of the volume, and is suitable as an impostor algorithm for objects sufficiently far from the viewer. These 3-view impostors are viewable from any angle and only need to be updated if the object is animated dynamically. 3-View impostors offer a number of advantages over competitive techniques, namely: regular sampling for several views, bounded texture usage, accelerated ray object surface intersection, and more robust handling of thin surfaces.