View-space meta-ball approximation by depth-independent accumulative fields

Tianchen Xu, E. Wu
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引用次数: 2

Abstract

This paper presents a novel approach to fast rendering realistic meta-balls in view space. Meta-ball rendering is widely used in computer graphics to represent liquid drops, and especially important to particle-based fluid dynamics for the rendering on the final stage. Traditionally, meta-balls are procedurally modeled in object space according to implicit surface extraction and rendered as meshes. Instead of such consuming geometry-based methods, our algorithm is executed at screen-space level, and it utilizes the features of GPU, which demands low overheads and thus is much faster. Compared with other screen-space methods of particle rendering, our method obeys the basic principle of implicit surface. Consequently, real-time meta-ball rendering can be achieved very efficiently in a significantly high quality.
通过与深度无关的累积场的视图空间元球近似
本文提出了一种快速渲染实景元球的新方法。元球渲染在计算机图形学中广泛用于表示液滴,在基于粒子的流体动力学的最后阶段的渲染中尤为重要。传统上,元球是根据隐式曲面提取在对象空间中程序化建模并渲染成网格的。我们的算法在屏幕空间级别执行,而不是这种基于几何的消耗方法,它利用GPU的特性,要求低开销,因此速度快得多。与其他屏幕空间粒子绘制方法相比,我们的方法遵循隐式曲面的基本原理。因此,实时元球渲染可以非常有效地实现高质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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