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504 10. Image-Based Effects
Figure 10.43. Fog and water rendered using volume rendering techniques in conjunction
with fluid simulation on the GPU. (Image on left from “Hellgate: London” courtesy of
Flagship Studios, Inc., image on right courtesy of NVIDIA Corporation [205].)
10.16.1 Related Work
A concept related to using layers of textures for volume rendering method
is volumetric textures, which are volume descriptions that are represented
by layers of two-dimensional, semitransparent textures [861]. Like two-
dimensional textures, volumetric textures can be made to flow along the
surface. They are good for complex surfaces, such as landscape details,
organic tissues, and fuzzy or hairy objects.
For example, Lengyel [764, 765] uses a set of eight textures to represent
fur on a surface. Each texture represents a slice through a set of hairs at a
given distance from the surface. The model is rendered eight times, with
a vertex shader program moving each triangle slightly outwards along its
vertex normals each time. In this way, each successive model depicts a dif-
ferent height above the surface. Nested models created this way are called
shells. This rendering technique falls apart along the silhouette edges, as
the hairs break up into dots as the layers spread out. To hide this artifact,
the fur is also represented by a different hair texture applied on fins gen-
erated along the silhouette edges. See Figure 10.44. Also see Figure 14.22
on page 682 and Figure 15.1 on page 699.
The idea of silhouette fin extrusion can be used to create visual com-
plexity for other types of models. For example, Kharlamov et al. [648]
use fins and relief mapping to provide simple tree meshes with complex
silhouettes.
The introduction of the geometry shader made it possible to actually
extrude shaded polyline hair for surfaces with fur. This technique was used
in Lost Planet [1025]. A surface is rendered and values are saved at each
pixel: fur color, length, and angle. The geometry shader then processes