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Article

Screen space meshes

Published: 03 August 2007 Publication History

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.

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Cited By

View all
  • (2018)Screen space approximate gaussian hullsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.2312/sre.20181177(107-115)Online publication date: 1-Jul-2018
  • (2018)A Narrow-Range Filter for Screen-Space Fluid RenderingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32032011:1(1-15)Online publication date: 25-Jul-2018
  • (2017)Compact iso-surface representation and compression for fluid phenomenaACM SIGGRAPH 2017 Talks10.1145/3084363.3085080(1-2)Online publication date: 30-Jul-2017
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Conferences
SCA '07: Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
August 2007
287 pages
ISBN:9781595936240

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Eurographics Association

Goslar, Germany

Publication History

Published: 03 August 2007

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SCA '07 Paper Acceptance Rate 28 of 81 submissions, 35%;
Overall Acceptance Rate 183 of 487 submissions, 38%

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Cited By

View all
  • (2018)Screen space approximate gaussian hullsProceedings of the Eurographics Symposium on Rendering: Experimental Ideas & Implementations10.2312/sre.20181177(107-115)Online publication date: 1-Jul-2018
  • (2018)A Narrow-Range Filter for Screen-Space Fluid RenderingProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32032011:1(1-15)Online publication date: 25-Jul-2018
  • (2017)Compact iso-surface representation and compression for fluid phenomenaACM SIGGRAPH 2017 Talks10.1145/3084363.3085080(1-2)Online publication date: 30-Jul-2017
  • (2017)Real-time high-quality surface rendering for large scale particle-based fluidsProceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/3023368.3023377(1-8)Online publication date: 25-Feb-2017
  • (2016)Adaptive sampling for on-the-fly ray casting of particle-based fluidsProceedings of High Performance Graphics10.5555/2977336.2977353(129-138)Online publication date: 20-Jun-2016
  • (2016)Real-time screen-space liquid rendering with complex refractionsComputer Animation and Virtual Worlds10.1002/cav.170727:3-4(425-434)Online publication date: 1-May-2016
  • (2015)Fluid absorption and diffusion in and between porous materialsProceedings of the 14th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry10.1145/2817675.2817691(23-26)Online publication date: 30-Oct-2015
  • (2014)Adaptive particle shape setting and normal calculation methods in fluid renderingMultimedia Tools and Applications10.1007/s11042-013-1525-671:2(517-532)Online publication date: 1-Jul-2014
  • (2013)Efficient fluids simulation and rendering on GPUProceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry10.1145/2534329.2534330(25-30)Online publication date: 17-Nov-2013
  • (2012)Parallel Surface Reconstruction for Particle-Based FluidsComputer Graphics Forum10.1111/j.1467-8659.2012.02096.x31:6(1797-1809)Online publication date: 1-Sep-2012
  • Show More Cited By

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