Volumetric Billboards
Philippe Decaudin, Fabrice Neyret
In Computer Graphics Forum, 28(8), 2009.
Abstract: We introduce an image-based representation, called volumetric billboards, allowing for the real-time rendering of semi-transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti-aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization-based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow-mapping.The representation is based on volumetric images of the objects and on a dedicated real-time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels-of-detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high-resolution objects by assembling instances of low-resolution volumetric billboards.
Keyword(s): image-based rendering, billboards. real-time rendering, geometry shader
@article{CGF:CGF1354,
author = {Philippe Decaudin and Fabrice Neyret},
title = {Volumetric Billboards},
journal = {Computer Graphics Forum},
volume = {28},
number = {8},
pages = {2079--2089},
year = {2009},
}
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