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Chapter 21. True Impostors — Eric Risser

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Billboard always faces camera; pixel shader ray-casts into multi-layer heightfield volume stored in RGBA (4 height layers). Not a static impostor texture — accurate for any view.

Opaque: ray march + binary search (Policarpo-style). Translucent: linear intersection per layer + refraction + accumulate distance for opacity. Intrinsic LOD (fill-rate dependent). CPU depth-sort billboards to limit overdraw. Demo: Jupiter ring with ~250k asteroids. Related to relief/parallax but unrestricted view for whole objects.

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