Object-Space Visibility Ordering for Point-Based and Volume Rendering
dc.contributor.author | Hofsetz, C. | en_US |
dc.contributor.author | Max, N. | en_US |
dc.contributor.author | Bastos, R. | en_US |
dc.date.accessioned | 2015-02-21T12:52:49Z | |
dc.date.available | 2015-02-21T12:52:49Z | |
dc.date.issued | 2008 | en_US |
dc.description.abstract | 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. | en_US |
dc.description.number | 1 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2007.01099.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 91-101 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2007.01099.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Object-Space Visibility Ordering for Point-Based and Volume Rendering | en_US |