Modeling and rendering in real time is usually done via rasterization of polygonal meshes. We present a method to model with skeletal implicit surfaces and an algorithm to ray trace these surfaces in real time in the GPU. Our skeletal representation of the surfaces allows to create smooth models easily that can be seamlessly animated and textured. The ray tracing is performed at interactive frame rate thanks to an acceleration data structure based on a BVH and a kd-tree.
|Publication status||Published - 2011|
|Event||Visionday 2011 - DTU, Kgs. Lyngby, Denmark|
Duration: 10 May 2011 → 13 May 2011
|Period||10/05/2011 → 13/05/2011|