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dc.contributor.authorAguirre, Hugoen_US
dc.contributor.authorGutierrez, Diegoen_US
dc.contributor.authorPerrin, James S.en_US
dc.contributor.editorJohn Collomosse and Ian Grimsteaden_US
dc.date.accessioned2014-01-31T20:11:52Z
dc.date.available2014-01-31T20:11:52Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905673-75-3en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/031-037en_US
dc.description.abstractThis paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at an interactive frame rate. Point datasets are commonly used to analyse and solve complex problems, but rendering them is always an expensive task in computational terms. This paper researches the possibilities that GPUs and shading languages offer for rendering large datasets on modest computers and the improvements in speed and quality. GPU techniques to represent scalar and vector glyph are also described. The GPU method is compared with common methods, such as using polygons or textures. The shader glyphs are drawn onto planar primitives using equations to generate surface, lighting and depth information. The improved computational efficiency allows the display of larger datasets with a simultaneous increase in visual quality.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and textureen_US
dc.titleRendering Large Point Datasets with GPU Shadersen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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