Abstract
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.
Original language | English |
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Publication date | 2011 |
Publication status | Published - 2011 |
Event | Visionday 2011 - DTU, Kgs. Lyngby, Denmark Duration: 10 May 2011 → 13 May 2011 http://www.visionday.dk/VD11/ |
Conference
Conference | Visionday 2011 |
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Location | DTU |
Country/Territory | Denmark |
City | Kgs. Lyngby |
Period | 10/05/2011 → 13/05/2011 |
Internet address |