Bridging between Surface Rendering and Volume Rendering for Multi-resolution Display

This paper presents an approach to generating and rendering texels (3D volume textures) faithful to the geometry of a collection of surfaces, and thus to bridging an existing gap between surface rendering and volume/texel rendering. This approach enables us to render the identical collection of surfaces both in the fax distance and close at hand. Experiments on clouds of spheres and trees/forests are reported.