Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A new simple and efficient antialiasing with subpixel masks
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Hybrid volume and polygon rendering with cube hardware
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
New quadric metric for simplifiying meshes with appearance attributes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
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
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simplification of Tetrahedral meshes with accurate error evaluation
Proceedings of the conference on Visualization '00
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
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
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
Splatting of Non Rectilinear Volumes Through Stochastic Resampling
IEEE Transactions on Visualization and Computer Graphics
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An Image-Based Approach to Three-Dimensional Computer Graphics
An Image-Based Approach to Three-Dimensional Computer Graphics
Feature Preserving Distance Fields
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
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We present an innovative modeling and rendering primitive, called the O-buffer, for sample-based graphics, such as images, volumes, and points. The 2D or 3D O-buffer is in essence a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the O-buffer is recorded as an offset to the nearest grid point of a regular base grid (hence the name O-buffer). The offset is typically quantized for compact representation and efficient rendering. The O-buffer emancipates pixels and voxels from the regular grids and can greatly improve the modeling power of images and volumes. It is a semi-regular structure which lends itself to efficient construction and rendering. Image quality can be improved by storing more spatial information with samples and by avoiding multiple resamplings and delaying reconstruction to the final rendering stage. Using O-buffers, more accurate multi-resolution representations can be developed for images and volumes. It can also be exploited to represent and render unstructured primitives, such as points, particles, curvilinear or irregular volumes. The O-buffer is therefore a uniform representation for a variety of graphics primitives and supports mixing them in the same scene. We demonstrate the effectiveness of the O-buffer with hierarchical O-buffers, layered depth O-buffers, and hybrid volume rendering with O-buffers.