Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Ray Tracing Point Sampled Geometry
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
ISOSLIDER: a system for interactive exploration of isosurfaces
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Ray Tracing Point Set Surfaces
SMI '03 Proceedings of the Shape Modeling International 2003
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast, parallel, GPU-based construction of space filling curves and octrees
Proceedings of the 2008 symposium on Interactive 3D graphics and games
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-Time Ray Tracing of Implicit Surfaces on the GPU
IEEE Transactions on Visualization and Computer Graphics
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Real time ray tracing of point-based models
Proceedings of the 2010 ACM SIGGRAPH 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
Octree-based progressive geometry coding of point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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Point-based representations of objects have been used as modeling alternatives to the almost ubiquitous quads or triangles. However, our ability to render these points has not matched their polygonal counterparts when we consider both rendering time and sophisticated lighting effects. In this paper, we present a framework for ray tracing massive point model environments at interactive frame rates on the Graphic Processing Units (GPUs). We introduce the Implicit Surface Octree (ISO), a lightweight data structure for efficient representation of point set surfaces. ISOs provide a compact local manifold approximation of the input point data and can also be embellished with lighting information. This enables us to further the state of the art by demonstrating reflections, refractions and shadow effects on complex point models at interactive frame rates.