Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Hardware accelerated displacement mapping for image based rendering
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Relief mapping of non-height-field surface details
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient displacement mapping by image warping
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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Rendering 3D Volumes Using Per-Pixel Displacement Mapping offers a simple and practical solution to the problem of seamlessly integrating many highly detailed 3D objects into a scene without the need to render large sets of polygons or introduce the overhead of an obtrusive scene-graph. This work takes advantage of modern programmable GPU's as well as recent related research in the area of per-pixel displacement mapping to achieve view independent fully 3D rendering with per-pixel level of detail. To achieve this, a box is used to bound texture-defined volumes. The box acts as a surface to which the volume will be drawn on. By computing a viewing ray from the camera to a point on the box and using that point as a ray origin, the correct intersection with the texture volume can be found using various per-pixel displacement mapping techniques. Once the correct intersection is found, the final color value for the corresponding point on the box can be computed. The technique supports various effects taken both from established raycasting and ray-tracing methods such as reflection, refraction, selfshadowing on models, a simple animation scheme and an efficient method for finding distances through volumes.