Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
Gaze-directed volume rendering
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
Interactive multiresolution surface viewing
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
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multiresolution signal processing for meshes
Proceedings of the 26th 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
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Computer
Ray Tracing Point Sampled Geometry
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Hardware-accelerated point-based rendering of complex scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Time-critical rendering of discrete and continuous levels of detail
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
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
Probabilistic surfaces: point based primitives to show surface uncertainty
Proceedings of the conference on Visualization '02
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Point-based modelling and rendering using radial basis functions
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Computing and Rendering Point Set Surfaces
IEEE Transactions on Visualization and Computer Graphics
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Budget sampling of parametric surface patches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive boolean operations on surfel-bounded solids
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
INSPIRE: An Interactive Image Assisted Non-Photorealistic Rendering System
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Point-Based Probabilistic Surfaces to Show Surface Uncertainty
IEEE Transactions on Visualization and Computer Graphics
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)
A Frequency-Sensitive Point Hierarchy for Images and Volumes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A Framework for Sample-Based Rendering with O-Buffers
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
Progressive buffers: view-dependent geometry and texture LOD rendering
ACM SIGGRAPH 2006 Courses
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
Presence: Teleoperators and Virtual Environments
Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail
Presence: Teleoperators and Virtual Environments
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Technical Section: A classification-based rendering method for point models
Computers and Graphics
Point-based rendering techniques
Computers and Graphics
Fan clouds: an alternative to meshes
Proceedings of the 11th international conference on Theoretical foundations of computer vision
Visualization of LIDAR datasets using point-based rendering technique
Computers & Geosciences
Efficient point rendering method using sequential level-of-detail
CIS'05 Proceedings of the 2005 international conference on Computational Intelligence and Security - Volume Part II
An accelerating rendering method of hybrid point and polygon for complex three-dimensional models
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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
Single-pass point rendering and transparent shading
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC 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
Perceptually guided rendering of textured point-based models
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Point-based rendering optimization with textured meshes for fast LiDAR visualization
Computers & Geosciences
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We introduce a simple but effective extension to the existing pure point rendering systems. Rather than using only points, we use both points and polygons to represent and render large mesh models. We start from triangles as leaf nodes and build up a hierarchical tree structure with intermediate nodes as points. During the rendering, the system determines whether to use a point (of a certain intermediate level node) or a triangle (of a leaf node) for display depending on the screen contribution of each node. While points are used to speedup the rendering of distant objects, triangles are used to ensure the quality of close objects. Our method can accelerate the rendering of large models, compromising little in image quality.