Issue No. 05 - September-October (1997 vol. 17)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/38.610209
We introduce a new approach for the deformation of surface and raster models in two and three dimensions. Rather then deforming the model, we deform the rendering agents employed to render it. We introduce the deflectors: a new set of operators for modeling both continuous and discontinuous deformations. When the scene is rendered by ray tracings, the deflectors bend sight rays traveling through space in a view-independent fashion. Images generated by these curved rays give the impression of a deformed space. Unlike previous methods, our approach deforms only those parts of the model that contribute to the final image. When deforming volumes we avoid resampling the volume during the deformation process. In addition, our approach can deform any object type that can be rendered by a ray casting algorithm, providing a unified solution to deformation of both surface and volume primitives. We describe and analyze a ray casting software implementation and present a hardware assisted slicing-based renderer that exploits texture mapping hardware to provide real-time volume deformation.
Y. Kurzion and R. Yagel, "Interactive Space Deformation with Hardware-Assisted Rendering," in IEEE Computer Graphics and Applications, vol. 17, no. , pp. 66-77, 1997.