Fast, parallel, GPU-based construction of space filling curves and octrees
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Implicit surface octrees for ray tracing point models
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
A height-difference-based ray tracing of point models
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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Mirroring the development of rendering algorithms for polygonal models, z-buffer style rendering for point-based models has given way recently to more advanced methods. A fast raycasting based approach [Wald and Seidel 2005] shows shadows, but does not demonstrate reflective effects. The more general raytracing approach [Linsen et al. 2007] is substantially slower. We advance the state of the art by ray tracing point models in real time. Our system relies on an efficient way of storing and accessing point data structures on the GPU. We hope that this leads the way for future work towards more realistic global illumination effects including soft shadows, simultaneous reflection & refraction, and caustics.