Efficient Sphere Rendering Revisited
Date
2023Metadata
Show full item recordAbstract
Glyphs are an intuitive way of displaying the results of atomistic simulations, usually as spheres. Raycasting of camera-aligned billboards is considered the state-of-the-art technique to render large sets of spheres in a rasterization-based pipeline since the approach was first proposed by Gumhold. Over time various acceleration techniques have been proposed, such as the rendering of point primitives as billboards, which are trivial to rasterize and avoid a high workload in the vertex pipeline. Other techniques attempt to optimize data upload and access patterns in shader programs, both relevant aspects for dynamic data. Recent advances in graphics hardware raise the question of whether these optimizations are still valid. We evaluate several rendering and data access scheme combinations on real-world datasets and derive recommendations for efficient rasterization-based sphere rendering.
BibTeX
@inproceedings {10.2312:pgv.20231083,
booktitle = {Eurographics Symposium on Parallel Graphics and Visualization},
editor = {Bujack, Roxana and Pugmire, David and Reina, Guido},
title = {{Efficient Sphere Rendering Revisited}},
author = {Gralka, Patrick and Reina, Guido and Ertl, Thomas},
year = {2023},
publisher = {The Eurographics Association},
ISSN = {1727-348X},
ISBN = {978-3-03868-215-8},
DOI = {10.2312/pgv.20231083}
}
booktitle = {Eurographics Symposium on Parallel Graphics and Visualization},
editor = {Bujack, Roxana and Pugmire, David and Reina, Guido},
title = {{Efficient Sphere Rendering Revisited}},
author = {Gralka, Patrick and Reina, Guido and Ertl, Thomas},
year = {2023},
publisher = {The Eurographics Association},
ISSN = {1727-348X},
ISBN = {978-3-03868-215-8},
DOI = {10.2312/pgv.20231083}
}