Figure 1: Continuous detail levels of a Buddha generated in vertex programs on the GPU. The colors denote the LOD level used and the bars describe the selected amount of points selected for the GPU (top row) and the average CPU load required for rendering (bottom row). In this paper we present sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor. Sequential point trees are based on a hierarchical point representation, but the hierarchical rendering traversal is replaced by sequential processing on the graphics processor, while the CPU is available for other tasks. Smooth transition to triangle rendering for optimized performance is integrated. We describe optimizations ...
We present a simple and efficient technique for out-of-core multi resolution construction and high q...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
This paper describes two algorithms and implicit data structures to display 3D scenes composed of po...
The increasing popularity of points as rendering primitives has led to a variety of different render...
During the last couple of years, point sets have emerged as a new standard for the representation of...
This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at...
Laser scanning, photogrammetry and other 3D scanning approaches generate data sets comprising millio...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Abstract. In real-time rendering, objects are represented using poly-gons or triangles. Triangles ar...
Abstract. In this paper, we propose a method for directly rendering point sets which only have posit...
Over the last few years, the computer graphics hardware has evolved extremely fast from supporting o...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexi...
We present a simple and efficient technique for out-of-core multi resolution construction and high q...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
This paper describes two algorithms and implicit data structures to display 3D scenes composed of po...
The increasing popularity of points as rendering primitives has led to a variety of different render...
During the last couple of years, point sets have emerged as a new standard for the representation of...
This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at...
Laser scanning, photogrammetry and other 3D scanning approaches generate data sets comprising millio...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Abstract. In real-time rendering, objects are represented using poly-gons or triangles. Triangles ar...
Abstract. In this paper, we propose a method for directly rendering point sets which only have posit...
Over the last few years, the computer graphics hardware has evolved extremely fast from supporting o...
Traditionally graphics clusters have been employed in real-time visualization of large geometric mod...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexi...
We present a simple and efficient technique for out-of-core multi resolution construction and high q...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
This paper describes two algorithms and implicit data structures to display 3D scenes composed of po...