Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Volumetric shape description of range data using “Blobby Model”
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Ray Tracing Point Set Surfaces
SMI '03 Proceedings of the Shape Modeling International 2003
Multi-level partition of unity implicits
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
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Rayskip: faster ray tracing of implicit surface animations
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Hardware-accelerated extraction and rendering of point set surfaces
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU-based ray-casting of quadratic surfaces
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Twinned meshes for dynamic triangulation of implicit surfaces
GI '07 Proceedings of Graphics Interface 2007
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Implicit surface is a well-known surface representation. Geometric details of an object can be represented using less surface primitives than other representations such as polygonal meshes. In this paper, we propose a fast and a direct rendering method of SLIM (Sparse Low-degree IMplicit) surfaces using recent programmable GPUs. Our approach establishes a direct rendering of implicit surfaces based on the ray casting approach. Geometric processes such as an intersection between a ray and an implicit surface and blending for PU (Partition of Unity) are performed in the fragment program on GPUs. For large models, a hierarchical structure of a SLIM surface can be used for LOD rendering or view frustum culling to speed up the rendering. We demonstrate that highly parallel processing using GPUs enables efficient rendering of implicit surfaces.