Hardware Accelerated Point Rendering of Isosurfaces

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    Abstract

    Interactive volume sculpting and volume editing often employ surface, based visualization techniques, and interactive applications require fast generation and rendering of surface primitives. In this paper, we revisit point primitives as an alternative to triangle primitives.

    We propose an approximate technique for point scaling using distance attenuation which makes it possible to render points stored in display lists or vertex arrays. This enables us to render points quickly using OpenGL. Our comparisons show that point generation is significantly faster than triangle generation and that the advantage of rendering points as opposed to triangles increases with the size and complexity of the volumes. To gauge the visual quality of future hardware accelerated point rendering schemes, we have implemented a software based point rendering method and compare the quality to both MC and our OpenGL based technique.
    Original languageEnglish
    JournalJournal of WSCG
    Volume11
    Issue number1
    Pages (from-to)41-48
    ISSN1213-6972
    Publication statusPublished - 2003
    Event11th International Conference on Computer Graphics, Visualization and Computer Vision - University of West Bohemia, Plzen, Czech Republic
    Duration: 3 Feb 20037 Feb 2003
    Conference number: 11

    Conference

    Conference11th International Conference on Computer Graphics, Visualization and Computer Vision
    Number11
    LocationUniversity of West Bohemia
    CountryCzech Republic
    CityPlzen
    Period03/02/200307/02/2003

    Keywords

    • voxel
    • point rendering
    • graphics hardware

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