Abstract
This 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. © 2007 The Eurographics Association and Blackwell Publishing Ltd.
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Hofsetz, C., Max, N., & Bastos, R. (2008). Object-space visibility ordering for point-based and volume rendering. Computer Graphics Forum, 27(1), 91–101. https://doi.org/10.1111/j.1467-8659.2007.01099.x
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