dc.contributor.author | Trapp, Matthias | en_US |
dc.contributor.author | Döllner, Jürgen | en_US |
dc.contributor.editor | H. P. A. Lensch and S. Seipel | en_US |
dc.date.accessioned | 2015-07-09T10:00:49Z | |
dc.date.available | 2015-07-09T10:00:49Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egsh.20101053 | en_US |
dc.description.abstract | The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments with respect to the virtual camera. Often, transparency-based visualization techniques, e.g., ghosted views, also require information of occluded fragments. These can be captured using multi-pass rendering techniques such as depthpeeling or stencil-routed A-buffers on a per-fragment basis. This paper presents an additional rendering technique that enables the derivation of image-based representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space.The image-based representation of geometry is a well known concept in computer graphics. Due to z-buffering, the derivation of such representations using render-to-texture delivers only information of the closest fragments with respect to the virtual camera. Often, transparency-based visualization techniques, e.g., ghosted views, also require information of occluded fragments. These can be captured using multi-pass rendering techniques such as depthpeeling or stencil-routed A-buffers on a per-fragment basis. This paper presents an additional rendering technique that enables the derivation of image-based representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Interactive Rendering to View-Dependent Texture-Atlases | en_US |
dc.description.seriesinformation | Eurographics 2010 - Short Papers | en_US |
dc.description.sectionheaders | Images, Geometry, and Music | en_US |
dc.identifier.doi | 10.2312/egsh.20101053 | en_US |
dc.identifier.pages | 81-84 | en_US |