GPU-Based Ray-Casting of Quadratic Surfaces
Date
2006Metadata
Show full item recordAbstract
Quadratic surfaces are frequently used primitives in geometric modeling and scientific visualization, such as rendering of tensor fields, particles, and molecular structures. While high visual quality can be achieved using sophisticated ray tracing techniques, interactive applications typically use either coarsely tessellated polygonal approximations or pre-rendered depth sprites, thereby trading off visual quality and perspective correctness for higher rendering performance. In contrast, we propose an efficient rendering technique for quadric primitives based on GPU-accelerated splatting. While providing similar performance as point-sprites, our methods provides perspective correctness and superior visual quality using per-pixel ray-casting.
BibTeX
@inproceedings {10.2312:SPBG:SPBG06:059-065,
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{GPU-Based Ray-Casting of Quadratic Surfaces}},
author = {Sigg, Christian and Weyrich, Tim and Botsch, Mario and Gross, Markus},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/059-065}
}
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{GPU-Based Ray-Casting of Quadratic Surfaces}},
author = {Sigg, Christian and Weyrich, Tim and Botsch, Mario and Gross, Markus},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/059-065}
}