Object-Space Visibility Ordering for Point-Based and Volume Rendering

This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by pre‐sorting primitives in object‐space using three lists (one for each axis: X, Y and Z), and then combining the lists using graphics hardwar...

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Vydáno v:Computer graphics forum Ročník 27; číslo 1; s. 91 - 101
Hlavní autoři: Hofsetz, C., Max, N., Bastos, R.
Médium: Journal Article
Jazyk:angličtina
Vydáno: Oxford, UK Blackwell Publishing Ltd 01.03.2008
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ISSN:0167-7055, 1467-8659
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Shrnutí:This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by pre‐sorting primitives in object‐space using three lists (one for each axis: X, Y and Z), and then combining the lists using graphics hardware by rendering each list to a texture and merging the textures in the end. We validate our algorithm by applying it to the splatting technique using several types of rendering, including point‐based rendering and volume rendering. We also detail our hardware implementation for volume rendering using point sprites.
Bibliografie:ark:/67375/WNG-03SKHV9W-N
istex:C018FA9DCFC0D542F29808584DCB767415A55D69
ArticleID:CGF1099
SourceType-Scholarly Journals-1
ObjectType-Feature-1
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ObjectType-Article-2
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ISSN:0167-7055
1467-8659
DOI:10.1111/j.1467-8659.2007.01099.x