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dc.contributor.authorSainz, Miguelen_US
dc.contributor.authorPajarola, Renatoen_US
dc.contributor.authorLario, Robertoen_US
dc.contributor.editorMarkus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewiczen_US
dc.date.accessioned2014-01-29T16:25:41Z
dc.date.available2014-01-29T16:25:41Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-09-6en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG04/121-128en_US
dc.description.abstractThe increasing popularity of points as rendering primitives has led to a variety of different rendering algorithms, and in particular the different implementations compare like apples to oranges. In this paper we revisit a number of recently developed point-based rendering implementations. We briefly summarize a few proposed hierarchical multiresolution point data structures and their advantages. Based on a common multiresolution framework we then describe and examine different hardware accelerated point rendering algorithms. Experimental results are given with respect to performance timing and rendering quality for the different approaches.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptiors (according to ACM CCS): I.3 Computer Graphics, I.3.5 Computational Geometry and Object Modeling, I.3.6 Methodology and Techniquesen_US
dc.titlePoints Reloaded: Point-Based Rendering Revisiteden_US
dc.description.seriesinformationSPBG'04 Symposium on Point - Based Graphics 2004en_US


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