SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hardware-accelerated point-based rendering of complex scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth 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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This paper presents an accelerating hybrid rendering method for complex three-dimensional models using both points and polygons. In circumstance of current PC hardware, our rendering method that integrates advantages of both GBMR (Graphics -Based Modeling and Rendering) and PBMR (Point-Based Modeling and Rendering) works well with complex geometric models which consist of millions of small triangles. In the pre-processing phase, model faces are segmented into regions, triangles and vertex point clouds of each region are stored, and all vertices are sorted in an ascending order according to their importance degree and serialized into a linear structure. In the real-time rendering phase, view-dependent frustum culling and backface clipping are performed; different regions are rendered using triangles or points according to their distance from the viewpoint. These two phases fully utilize the parallelism nature of GPU (Graphic Process Unit) and efficiently implement a continuous multi-resolution rendering for HPPO (Hybrid Point and Polygon Object).