Efficient Representation of Layered Depth Images for Real-time Volumetric Tests
Abstract
Representing Layered Depth Images (LDI) as 3D texture can be used to approximate complex, arbitrarily shaped volumes on graphics hardware. Based on this concept, a number of real-time applications such as collision detection or 3D clipping against multiple volumes can be implemented efficiently using programmable hardware. One major drawback of this image-based representation is the high video memory consumption. To compensate that disadvantage, this paper presents a concept and associated algorithms that enable a lossless, efficient LDI representation which is especially designed for the usage within shader programs. The concept comprises the application of a viewpoint selection, a cropping, and a compression algorithm. We evaluated our algorithm with different test cases and show possible use cases.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG08:009-016,
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ik Soo Lim and Wen Tang},
title = {{Efficient Representation of Layered Depth Images for Real-time Volumetric Tests}},
author = {Trapp, Matthias and Döllner, Jürgen},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-67-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG08/009-016}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ik Soo Lim and Wen Tang},
title = {{Efficient Representation of Layered Depth Images for Real-time Volumetric Tests}},
author = {Trapp, Matthias and Döllner, Jürgen},
year = {2008},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-67-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG08/009-016}
}
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