SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Hierarchical back-face computation
Proceedings of the eurographics workshop on Rendering techniques '96
Progressive forest split compression
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A new Voronoi-based surface reconstruction algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Progressive compression of arbitrary triangular meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Face fixer: compressing polygon meshes with properties
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Spectral compression of mesh geometry
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
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Progressive compression for lossless transmission of triangle meshes
Proceedings of the 28th 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
Spectral processing of point-sampled geometry
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Progressive lossless compression of arbitrary simplicial complexes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
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
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
The Ball-Pivoting Algorithm for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
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
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Progressive point set surfaces
ACM Transactions on Graphics (TOG)
Pattern Classification (2nd Edition)
Pattern Classification (2nd Edition)
Statistical geometry representation for efficient transmission and rendering
ACM Transactions on Graphics (TOG)
Point-based multiscale surface representation
ACM Transactions on Graphics (TOG)
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
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
NBS: A new representation for point surfaces based on genetic clustering algorithm
Computers and Graphics
Curvature-aware adaptive re-sampling for point-sampled geometry
Computer-Aided Design
Technical Section: Variational Bayesian noise estimation of point sets
Computers and Graphics
A novel simplification algorithm based on MLS and Splats for point models
Proceedings of the 2009 Computer Graphics International Conference
A survey of point-based techniques in computer graphics
Computers and Graphics
Reconstructing surfaces of particle-based fluids using anisotropic kernels
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Uncertainty and variability in point cloud surface data
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Bounds on the k-neighborhood for locally uniformly sampled surfaces
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Reconstructing surfaces of particle-based fluids using anisotropic kernels
ACM Transactions on Graphics (TOG)
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We propose a scheme for modeling point sample geometry with statistical analysis. In our scheme we depart from the current schemes that deterministically represent the attributes of each point sample. We show how the statistical analysis of a densely sampled point model can be used to improve the geometry bandwidth bottleneck and to do randomized rendering without sacrificing visual realism. We first carry out a hierarchical principal component analysis (PCA) of the model. This stage partitions the model into compact local geometries by exploiting local coherence. Our scheme handles vertex coordinates, normals, and color. The input model is reconstructed and rendered using a probability distribution derived from the PCA analysis. We demonstrate the benefits of this approach in all stages of the graphics pipeline: (1) orders of magnitude improvement in the storage and transmission complexity of point geometry, (2) direct rendering from compressed data, and (3) view-dependent randomized rendering.