To overcome the limitations of triangle and point based surfaces several authors have recently investigated surface representations that are based on higher order primitives. Among these are MPU, SLIM surfaces, dynamic skin surfaces and higher order isosurfaces. Up to now these representations were not suitable for interactive applications because of the lack of an efficient rendering algorithm. In this paper we close this gap for implicit surface representations of degree two by developing highly optimized GPU implementations of the raycasting algorithm. We investigate techniques for fast incremental raycasting and cover per fragment and per quadric backface culling. We apply the approaches to the rendering of SLIM surfaces, quadratic iso-...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Free-form surfaces and implicit surfaces must be tessellated before being rendered with rasterizatio...
To overcome the limitations of triangle and point based surfaces several authors have recently inves...
To overcome the limitations of triangle and point based surfaces several authors have recently inves...
Sigg C, Weyrich T, Botsch M, Gross M. GPU-Based Ray-Casting of Quadratic Surfaces. In: Eurographics...
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
Quadratic surfaces are a simple, useful representation for certain types of curved objects, that can...
The original publication is available at www.springerlink.comInternational audienceThe ray-casting o...
Figure 1: We render high-quality implicit surfaces on regular grids, e.g., distance fields or medica...
In this paper we present a new method for accelerating ray tracing of scenes containing NURBS (Non U...
By carefully exploiting the resources of today's computer hardware, interactive ray tracing recently...
In this paper the GPU implementation of a real-time isosurface volume-rendering system is described ...
Figure 1: Several states of an animated fourth order algebraic surface rendered in real-time using o...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Free-form surfaces and implicit surfaces must be tessellated before being rendered with rasterizatio...
To overcome the limitations of triangle and point based surfaces several authors have recently inves...
To overcome the limitations of triangle and point based surfaces several authors have recently inves...
Sigg C, Weyrich T, Botsch M, Gross M. GPU-Based Ray-Casting of Quadratic Surfaces. In: Eurographics...
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
Quadratic surfaces are a simple, useful representation for certain types of curved objects, that can...
The original publication is available at www.springerlink.comInternational audienceThe ray-casting o...
Figure 1: We render high-quality implicit surfaces on regular grids, e.g., distance fields or medica...
In this paper we present a new method for accelerating ray tracing of scenes containing NURBS (Non U...
By carefully exploiting the resources of today's computer hardware, interactive ray tracing recently...
In this paper the GPU implementation of a real-time isosurface volume-rendering system is described ...
Figure 1: Several states of an animated fourth order algebraic surface rendered in real-time using o...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Even though the speed of software ray tracing has recently been increased to interactive performan...
Free-form surfaces and implicit surfaces must be tessellated before being rendered with rasterizatio...