Integration of Voxel Colouring Technique in the Volumetric Textures Representation Based on Image Layers
Abstract
This paper presents a method for integrating a technique of reconstruction scene (voxel colouring) starting from images of the reference element of a volumetric texture, this one will be converted in a second phase into a whole of layers (2D images considered as transparent textures), which will be projected and composed successively on surface defined as volumetric grid using the Z-buffer algorithm. The model suggested allows primarily made realistic of repetitive complex scenes lower cost of calculation due to the effective exploitation of the capacities of the graphics boards and to the fact that it takes account of the level of detail according to the distance of the observer and the vision angle, in the representation of the reference element.
DOI: https://doi.org/10.3844/jcssp.2006.600.606
Copyright: © 2006 Babahenini M. Chaouki, Hemidi Djallel and Djedi Noureddine. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
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Keywords
- Real time
- Image layers
- Level of details
- Textures volumetric
- Voxel coloring