Real-time rendering of animated meshless representations
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Real-time rendering of animated meshless representations presents a High-Performance Graphics 2025 paper by Pacome Luton and Thibault Tricard of INRIA / LJK (CNRS, UGA, INP-G), France.
It targets animation of meshless forms such as signed distance fields and voxel 3D textures by enclosing them in a coarse tetrahedral cage rigged like an articulated character. At render time, cage deformation is applied through the volume with interval shading so each tetrahedron can be processed in a classical rasterization pipeline, including self-intersections. The work extends interval shading with attribute interpolation and reports real-time voxel and SDF timings.
Readers need advanced knowledge of real-time rendering, cage or skinning animation, and implicit or volumetric forms. Rasterization pipeline experience is assumed.
The URL serves the open-access Eurographics diglib PDF. Figures and a supplementary video are referenced from the paper rather than hosted as a separate demo on this link.
It is useful for teams that want meshless assets inside standard animation and scene-graph workflows without baking everything to triangles first. Link last verified accessible on 2026-09-29. Link last verified accessible on 2026-09-28.