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
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
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
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spectral processing of point-sampled geometry
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Visibility based methods and assessment for detail-recovery
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Snakes, shapes, and gradient vector flow
IEEE Transactions on Image Processing
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
A point-based approach for capture, display and illustration of very complex archeological artefacts
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Appearance preserving octree-textures
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Out-of-core real-time visualization of massive 3D point clouds
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Interactive Domitilla catacomb exploration
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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Point-Based Surfaces can be directly generated by 3D scanners and avoid the generation and storage of an explicit topology for a sampled geometry, which saves time and storage space for very dense and large objects, such as scanned statues and other archaeological artefacts [DDGM]. We propose a fast processing pipeline of large point-based surfaces for real-time, appearance preserving, polygonal rendering. Our goal is to reduce the time needed between a point set made of hundred of millions samples and a high resolution visualization taking benefit of modern graphics hardware, tuned for normal mapping of polygons. Our approach starts by an out-of-core generation of a coarse local triangulation of the original model. The resulting coarse mesh is enriched by applying a set of maps which capture the high frequency features of the original data set. We choose as an example the normal component of samples for these maps, since normal maps provide efficiently an accurate local illumination. But our approach is also suitable for other point attributes such as color or position (displacement map). These maps come also from an out-of-core process, using the complete input data in a streaming process. Sampling issues of the maps are addressed using an efficient diffusion algorithm in 2D. Our main contribution is to directly handle such large unorganized point clouds through this two pass algorithm, without the time-consuming meshing or parameterization step, required by current state-of-the-art high resolution visualization methods. One of the main advantages is to express most of the fine features present in the original large point clouds as textures in the huge texture memory usually provided by graphics devices, using only a lazy local parameterization. Our technique comes as a complementary tool to high-quality, but costly, out-of-core visualization systems. Direct applications are: interactive preview at high screen resolution of very detailed scanned objects such as scanned statues, inclusion of large point clouds in usual polygonal 3D engines and 3D databases browsing.