Image rendering by adaptive refinement
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Antialiased ray tracing by adaptive progressive refinement
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Volume rendering by adaptive refinement
The Visual Computer: International Journal of Computer Graphics
Object space temporal coherence for ray tracing
Proceedings of the conference on Graphics interface '92
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Progressive radiance evaluation using directional coherence maps
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Adaptive perspective ray casting
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Radiance interpolants for accelerated bounded-error ray tracing
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
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
Image based rendering with stable frame rates
Proceedings of the conference on Visualization '00
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Visualization '01
IEEE Computer Graphics and Applications
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Approximating and intersecting surfaces from points
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A fast ray casting algorithm using adaptive isotriangular subdivision
VIS '91 Proceedings of the 2nd conference on Visualization '91
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Perspective accurate splatting
GI '04 Proceedings of the 2004 Graphics Interface Conference
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Image-based rendering of surfaces from volume data
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting the sampling resolution in image space to the surface variation in object space. The result is a set of small, view-dependent bilinear surface approximations, which are rendered as quads using conventional graphics hardware. The advantage of this temporary rendering representation is two-fold: First, rendering is performed on the GPU, leaving CPU time for ray intersection computation. As the number of primitives is typically small, complex per vertex or per fragment programs can be used to achieve a variety of rendering effects. Second, bilinear surface approximations are derived from the geometry and can be reused in other views. Here, graphics hardware is exploited to determine the subset of image space in need of re-sampling. We demonstrate our system by ray casting an implicit surface defined from point samples, for which current ray-surface intersection computations are usually too slow to generate images at interactive rates.