Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games 2007
DOI: 10.1145/1274940.1274958
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Rendering 3D volumes using per-pixel displacement mapping

Abstract: 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 … Show more

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Cited by 4 publications
(2 citation statements)
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“…Omnidirectional relief impostors [ABB*07] represent some objects through the combination of a reduced set of relief textures; this combination is rendered with very few artefacts and no apparent deformation from any viewpoint. Risser [Ris07] used a cube as a render window for ray casting an object stored in a texture using the relief mapping algorithm. Techniques for accelerating the ray height field intersection were proposed [Don05, BD06, RSP07] (see [SKU08] for more displacement mapping acceleration techniques on the GPU).…”
Section: Previous Workmentioning
confidence: 99%
“…Omnidirectional relief impostors [ABB*07] represent some objects through the combination of a reduced set of relief textures; this combination is rendered with very few artefacts and no apparent deformation from any viewpoint. Risser [Ris07] used a cube as a render window for ray casting an object stored in a texture using the relief mapping algorithm. Techniques for accelerating the ray height field intersection were proposed [Don05, BD06, RSP07] (see [SKU08] for more displacement mapping acceleration techniques on the GPU).…”
Section: Previous Workmentioning
confidence: 99%
“…The act of sculpting a 2D plane into a 3D object or model is achieved by displacing the individual pixels of the 2D plane into a third plane, called the Z-direction [30]. Relative to the value of the pixels in the grayscale depth map, the corresponding pixels in the 2D plane will be displaced into the Z-direction.…”
Section: Receiver-side Componentsmentioning
confidence: 99%