Stochastic sampling and distributed ray tracing
An introduction to ray tracing
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Randomized algorithms
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
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Fast rendering of complex environments using a spatial hierarchy
GI '96 Proceedings of the conference on Graphics interface '96
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th 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
Principles of Digital Image Synthesis
Principles of Digital Image Synthesis
The Inventor Mentor: Programming Object-Oriented 3d Graphics with Open Inventor, Release 2
The Inventor Mentor: Programming Object-Oriented 3d Graphics with Open Inventor, Release 2
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Towards an interactive high visual complexity animation system
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
Proceedings of the 29th 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
A hardware-assisted hybrid rendering technique for interactive volume visualization
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Rendering of virtual environments based on polygonal & point-based models
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
ACM SIGGRAPH Computer Graphics
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Forward area light map projection
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Budget sampling of parametric surface patches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Camera-Sampling Field and Its Applications
IEEE Transactions on Visualization and Computer Graphics
Modeling and visualization of complex geometric environments
Geometric modeling
Stylized rendering of 3D scanned real world environments
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Time-critical collision detection using an average-case approach
Proceedings of the ACM symposium on Virtual reality software and technology
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
Statistical geometry representation for efficient transmission and rendering
ACM Transactions on Graphics (TOG)
Virtual and augmented reality support for discrete manufacturing system simulation
Computers in Industry - Special issue: The digital factory: an instrument of the present and the future
Hierarchical Splatting of Scattered Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive Point-Based Rendering of Higher-Order Tetrahedral Data
IEEE Transactions on Visualization and Computer Graphics
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Presence: Teleoperators and Virtual Environments
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Visibility-guided rendering to accelerate 3D graphics hardware performance
ACM SIGGRAPH 2007 courses
Rethinking graphics and gaming courses because of fast ray tracing
ACM SIGGRAPH 2007 educators program
Interviews3D: A Platform for Interactive Handling of Massive Data Sets
IEEE Computer Graphics and Applications
Point rendering of non-manifold surfaces with features
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Education: Fast ray tracing and the potential effects on graphics and gaming courses
Computers and Graphics
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Imperfect shadow maps for efficient computation of indirect illumination
ACM SIGGRAPH Asia 2008 papers
A survey of point-based techniques in computer graphics
Computers and Graphics
Virtual and augmented reality support for discrete manufacturing system simulation
Computers in Industry - Special issue: The digital factory: an instrument of the present and the future
A method of creating 3-D face images from 2-D photos for face recognition
International Journal of Biometrics
Realistic and interactive visualization of high-density plant ecosystems
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive sampling and rendering for complex and procedural geometry
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
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
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Multi-resolution sound rendering
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Splat/mesh blending, perspective rasterization and transparency for point-based rendering
SPBG'06 Proceedings of the 3rd 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 meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present a new output-sensitive rendering algorithm, the randomized z-buffer algorithm. It renders an image of an arbitrary three-dimensional scene consisting of triangular primitives by reconstruction from a dynamically chosen set of random surface sample points. This approach is independent of mesh connectivity and topology. The resulting rendering time grows only logarithmically with the numbers of triangles in the scene. We were able to render walkthroughs of scenes of up to 1014 triangles at interactive frame rates. Automatic identification of low detail scene components ensures that the rendering speed of the randomized z-buffer cannot drop below that of conventional z-buffer rendering. Experimental and analytical evidence is given that the image quality is comparable to that of common approaches like z-buffer rendering. The precomputed data structures employed by the randomized z-buffer allow for interactive dynamic updates of the scene. Their memory requirements grow only linearly with the number of triangles and allow for a scene graph based instantiation scheme to further reduce memory consumption.