Object-Space Visibility Ordering for Point-Based and Volume Rendering
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.
BibTeX
@article {10.1111:j.1467-8659.2007.01099.x,
journal = {Computer Graphics Forum},
title = {{Object-Space Visibility Ordering for Point-Based and Volume Rendering}},
author = {Hofsetz, C. and Max, N. and Bastos, R.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2007.01099.x}
}
journal = {Computer Graphics Forum},
title = {{Object-Space Visibility Ordering for Point-Based and Volume Rendering}},
author = {Hofsetz, C. and Max, N. and Bastos, R.},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2007.01099.x}
}