Rendering Geometry with Relief Textures
We propose to render geometry using an image based representation.
Geometric information is encoded by a texture with depth and
rendered by rasterizing the bounding box geometry. For each resulting
fragment, a shader computes the intersection of the corresponding ray
with the geometry using pre-computed information to accelerate the
computation. Great care is taken to be artifact free even when zoomed
in or at grazing angles. We integrate our algorithm with reverse
perspective projection to represent a larger class of shapes. The
extra texture requirement is small and the rendering cost is output
sensitive so our representation can be used to model many parts of a
3D scene.
Images and movies
BibTex references
@InProceedings\{BD06, author = "Baboud, Lionel and D\'ecoret, Xavier", title = "Rendering Geometry with Relief Textures", booktitle = "Graphics Interface '06", year = "2006", url = "http://artis.inrialpes.fr/Publications/2006/BD06" }