Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Geometry caching for ray-tracing displacement maps
Proceedings of the eurographics workshop on Rendering techniques '96
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Ray tracing parametric patches
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
A survey of point-based techniques in computer graphics
Computers and Graphics
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Points reloaded: point-based rendering revisited
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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We present a simple method to render complex 3D models at interactive rates using real-time displacement mapping. We use an octree to decompose the 3D model into a set of height fields and display the model by rendering the height fields using per-pixel displacement mapping. By simply rendering the faces of the octree voxels to produce fragments for ray-casting on the GPU, and with straightforward transformation of view rays to the displacement map's local space, our method is able to accurately render the object's silhouettes with very little special handling. The algorithm is especially suitable for fast visualization of high-detail point-based models, and models made up of unprocessed triangle meshes that come straight from range scanning. This is because our method requires much less preprocessing time compared to the traditional triangle-based rendering approach, which usually needs a large amount of computation to preprocess the input model into one that can be rendered more efficiently. Unlike the point-based rendering approach, the rendering efficiency of our method is not limited by the number of input points. Our method can achieve interactive rendering of models with more than 300 millions points on standard graphics hardware.