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dc.contributor.authorHofsetz, C.en_US
dc.contributor.authorMax, N.en_US
dc.contributor.authorBastos, R.en_US
dc.date.accessioned2015-02-21T12:52:49Z
dc.date.available2015-02-21T12:52:49Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2007.01099.xen_US
dc.description.abstractThis 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleObject-Space Visibility Ordering for Point-Based and Volume Renderingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01099.xen_US
dc.identifier.pages91-101en_US


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