Screen Space Meshes
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Date
2007
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We present a simple yet powerful approach for the generation and rendering of surfaces defined by the boundary of a three-dimensional point cloud. First, a depth map plus internal and external silhouettes of the surface are generated in screen space. These are used to construct a 2D screen space triangle mesh with a new technique that is derived from Marching Squares. The resulting mesh is transformed back to 3D world space for the computation of occlusions, reflections, refraction, and other shading effects. One of the main applications for screen space meshes is the visualization of Lagrangian, particle-based fluids models. Our new method has several advantages over the full 3D Marching Cubes approach. The algorithm only generates surface where it is visible, view-dependent level of detail comes for free, and interesting visual effects are possible by filtering in screen space.
Description
@inproceedings{:10.2312/SCA/SCA07/009-016,
booktitle = {Eurographics/SIGGRAPH Symposium on Computer Animation},
editor = {Dimitris Metaxas and Jovan Popovic},
title = {{Screen Space Meshes}},
author = {Mueller, Matthias and Schirm, Simon and Duthaler, Stephan},
year = {2007},
publisher = {The Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-3-905673-44-9},
DOI = {/10.2312/SCA/SCA07/009-016}
}