The document proposes a view-dependent texture atlas approach for rendering 3D objects. It recomputes the texture atlas parameterization and packing per frame based on the projected 3D shape approximations. This reduces memory footprint and texture management compared to using individual textures for each object. The approach is suitable for real-time rendering of static meshes and can be implemented in a single rendering pass. It works by projecting 3D boundary representations, sorting and clipping coordinates, performing rectangular packing on the CPU, and applying a screen space vertex displacement using geometry shaders. The results show it is faster than traditional render-to-texture for a small number of objects and has lower setup cost for higher numbers of objects.