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dc.contributor.authorTrapp, Matthiasen_US
dc.contributor.authorDöllner, Jürgenen_US
dc.contributor.editorIk Soo Lim and Wen Tangen_US
dc.date.accessioned2014-01-31T20:02:19Z
dc.date.available2014-01-31T20:02:19Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905673-67-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG08/009-016en_US
dc.description.abstractRepresenting 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors; I.3.5 [Computer Graphics]: Boundary representations; I.3.6 [Computer Graphics]: Graphics data structures and data types;en_US
dc.titleEfficient Representation of Layered Depth Images for Real-time Volumetric Testsen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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