Adaptive subdivision algorithms for a set of Bezier triangles
Computer-Aided Design
Adaptive polygonization of parametric surfaces
The Visual Computer: International Journal of Computer Graphics
Ray tracing trimmed rational surface patches
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Surface modeling with oriented particle systems
SIGGRAPH '92 Proceedings of the 19th 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
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive display of large-scale NURBS models
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Accelerated walkthrough of large spline models
Proceedings of the 1997 symposium on Interactive 3D graphics
A topology modifying progressive decimation algorithm
VIS '97 Proceedings of the 8th conference on Visualization '97
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
Scan line methods for displaying parametrically defined surfaces
Communications of the ACM
View-dependent adaptive tessellation of spline surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Rendering trimmed NURBS with adaptive forward differencing
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
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
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
Interactive Display of Large NURBS Models
IEEE Transactions on Visualization and Computer Graphics
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Ray tracing parametric patches
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
A scan line algorithm for computer display of curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An improved illumination model for shaded display
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Ray Tracing Point Set Surfaces
SMI '03 Proceedings of the Shape Modeling International 2003
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Computer display of curved surfaces.
Computer display of curved surfaces.
Progressive point set surfaces
ACM Transactions on Graphics (TOG)
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We investigate choosing point samples on a model comprising parametric patches to meet a user specified budget. These samples may then be triangulated, rendered as points or ray-traced. The main idea is to pre-compute a set of samples on the surface and at the rendering time, use a subset that meets the total budget while reducing the screen-space error across the model. We have used this algorithm for interactive display of large spline models on low-end graphics workstations. This is done by distributing the points on the surface to minimize surface error. These points are then drawn as screen-space squares to fill the gaps between them. Our algorithm works well in practice and has a low memory footprint.