The design and analysis of spatial data structures
The design and analysis of spatial data structures
Very high resolution simulation of compressible turbulence on the IBM-SP system
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
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
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Visualization '01
Interactive view-dependent rendering of large isosurfaces
Proceedings of the conference on Visualization '02
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
Fast low-memory seamless photo blending on massive point clouds using a streaming framework
Journal on Computing and Cultural Heritage (JOCCH)
Progressive decomposition of point clouds without local planes
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
Proceedings of the 17th International Conference on 3D Web Technology
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A point-based system for local and remote exploration of dense 3D scanned models
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
DUODECIM: a structure for point scan compression and rendering
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Proceedings of the 18th International Conference on 3D Web Technology
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We present a simple point-based multiresolution structure for interactive visualization of very large point sampled models on consumer graphics platforms. The structure is based on a hierarchy of precomputed object-space point clouds. At rendering time, the clouds are combined coarse-to-fine with a top-down structure traversal to locally adapt sample densities according to the projected size in the image. Since each cloud is made of a few thousands of samples, the multiresolution extraction cost is amortized over many graphics primitives, and host-to-graphics communication effectively exploits on-board caching and object based rendering APIs. The progressive block based refinement nature of the rendering traversal is well suited to hiding out-of-core data access latency, and lends itself well to incorporate backface, view frustum, and occlusion culling, as well as compression and viewdependent progressive transmission. The resulting system allows rendering of complex models at high frame rates (over 60M splat/second), supports network streaming, and is fundamentally simple to implement.