A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Real-Time Rendering
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Projecting Tetrahedra without Rendering Artifacts
VIS '04 Proceedings of the conference on Visualization '04
Thick surfaces: interactive modeling of topologically complex geometric details
Thick surfaces: interactive modeling of topologically complex geometric details
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
Practical dynamic parallax occlusion mapping
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive volume isosurface rendering using BT volumes
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
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This work introduces a new technique for real-time rendering of arbitrary volumetric geometry into a polygonal mesh's shell space. The shell space is a layer of variable thickness on top or below the polygonal mesh. The technique computes view ray shell geometry intersections in a pixel shader. In addition to arbitrary volumetric shell geometry, represented as volume textures, it can handle also the less general case of height-field shell geometry. To minimize the number of ray tracing steps, a 3D distance map is used for skipping empty space in the shell volume. The shell volume is defined by a pre-computed tetrahedra mesh. The tetrahedra subdivide prisms extruded from the polygonal base mesh. A vertex shader computes tetrahedron face plane distances for generating the per-pixel tetrahedron thickness using non-linear interpolation. The technique includes local lighting and overcomes shortcomings of previous shell space rendering approaches such as high storage requirements and involved per-vertex computations [Wang et al. 2004] or low shell geometry depth complexity and mapping distortions [Policarpo and Oliveira 2006]. Additionally, rendering artifacts for shallow view angles common to many related techniques are reduced. Furthermore, methods for generating a geometry volume texture and the corresponding distance map from a polygonal mesh are presented.