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- ArticleDecember 2007
Fast high-quality noise
GRAPHITE '07: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast AsiaPages 243–248https://doi.org/10.1145/1321261.1321305At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line ...
- ArticleDecember 2007
Point rendering of non-manifold surfaces with features
GRAPHITE '07: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast AsiaPages 47–53https://doi.org/10.1145/1321261.1321270We are concerned with producing high quality images of implicit surfaces, in particular those with non-manifold features. In this work we present a point based technique that improves the rendering of non-manifold implicit surfaces by using point and ...
- ArticleNovember 2005
View-dependent tetrahedral meshing and rendering
GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 23–30https://doi.org/10.1145/1101389.1101394Interactive exploration of huge tetrahedral meshes is required by many applications but the limitations of the current hardware do not allow for the full dataset to be rendered at interactive frame rates. Multi resolution representations are an ...
- research-articleJuly 2004
Normal Improvement for Point Rendering
IEEE Computer Graphics and Applications (ICGA), Volume 24, Issue 4Pages 53–56https://doi.org/10.1109/MCG.2004.14Point models from scanned data invariably contain noise. Most denoising methodsconcentrate on positional information rather than normals, even though rendered images are affected more strongly by noise in normals than positions. This article proposes a ...
- ArticleJune 2004
Point based rendering of non-manifold surfaces with contours
GRAPHITE '04: Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East AsiaPages 7–14https://doi.org/10.1145/988834.988836We present point based rendering techniques that render various types of contours as constant width slabs on surfaces. The techniques requires evaluations of the surface functions and gradients to render shaded images. We use slabs parallel to the ...
- ArticleMay 2004
Perspective accurate splatting
GI '04: Proceedings of Graphics Interface 2004Pages 247–254We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts ...
- ArticleJuly 2003
Sequential point trees
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 ...
- articleJuly 2003
Sequential point trees
ACM Transactions on Graphics (TOG), Volume 22, Issue 3Pages 657–662https://doi.org/10.1145/882262.882321In 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 ...
- ArticleNovember 2002
Time-critical rendering of discrete and continuous levels of detail
VRST '02: Proceedings of the ACM symposium on Virtual reality software and technologyPages 1–8https://doi.org/10.1145/585740.585742We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations. We integrate point rendered objects with polygonal geometry and demonstrate our approach in a terrain ...