Dr. Dobb's Journal
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th 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
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Proceedings of the conference on Visualization '00
Proceedings of the conference on Visualization '01
The Grid and Future Visualization System Architectures
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2003 Papers
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Perspective accurate splatting
GI '04 Proceedings of the 2004 Graphics Interface Conference
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
The VarrierTM autostereoscopic virtual reality display
ACM SIGGRAPH 2005 Papers
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High speed interactive visualization of large-scale mesh datasets for desktop VR facilities is still a challenge because of the slow geometry setup and rasterization for huge number of small triangles. This paper presents a point-based virtual reality (VR) visualization pipeline for large-scale mesh datasets in a client-server architecture. Remote server computation which samples the triangle mesh into discrete 2D grids is steered by the client-end interactive frustum request. A point-based geometry is built up incrementally during run time for both server and client. By organizing the point model into a multi-resolution octree-based space partition hierarchy, the client-end visualization ensures fast view reconstruction by splatting the available points onto the screen with efficient occlusion culling and view-dependent level of detail (LOD) control. The combination of the high-priority client side local splatting and server side low-speed view updating decreases the dependence on remote computation performance and network requirements for an interactive VR visualization.