This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Flexible Point-Based Rendering on Mobile Devices
July/August 2004 (vol. 24 no. 4)
pp. 57-63
Florent Duguet, INRIA Sophia-Antipolis
George Drettakis, INRIA Sophia-Antipolis
Point-based rendering is a compact and efficient means of displaying complex geometry. This article describes an approach to enable flexible point-based rendering, permitting local image refinement, required for example when zooming into very complex scenes, and efficient shadow computations. The method uses a hierarchical packed point representations based on recursive grid data structures. Such compact structures are particularly well adapted to devices with limited memory and display resolution, such as PDA's. Intermediate attributes--such as normals and colors at internal nodes of the hierarchy--are stored, to achieve flexible rendering.

The article examines the memory and computation trade-offs involved in the type of structure used, and finds that tri-grids are a suitable compromise for many cases. Implementations of the method on PC and on a PDA are demonstrated for octrees and tri-grids. The PDA version can render objects sampled by 1.3 million points at 2.1 frames per second.

1. M. Botsch, A. Wiratanaya, and L. Kobbelt, "Efficient High-Quality Rendering of Point-Sampled Geometry," Rendering Techniques 2002, Eurographics Workshop on Rendering, Springer-Verlag, 2002, pp. 53-64.
1. M. Levoy and T. Whitted, The Use of Points as Display Primitives, tech. report TR 85-022, Univ. of North Carolina at Chapel Hill, 1985.
2. M. Stamminger and G. Drettakis, "Interactive Sampling and Rendering for Complex and Procedural Geometry," Rendering Techniques 2001, Eurographics Workshop on Rendering, K. Myskowski and S. Gortler, eds., Springer-Verlag, 2001, pp. 151-163.
3. H. Pfister et al., "Surfels: Surface Elements as Rendering Primitives," Proc. 27th Ann. Conf. Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley, 2000, pp. 335-342.
4. S. Rusinkiewicz and M. Levoy, "Qsplat: A Multiresolution Point-Rendering System for Large Meshes," Proc. 27th Ann. Conf. Computer Graphics and Interactive Techniques, ACM Press/Addison-Wesley, 2000, pp. 343-352.
5. M. Zwicker et al., "Surface Splatting," Proc. 28th Ann. Conf. Computer Graphics and Interactive Techniques, ACM Press, 2001, pp. 371-378.
6. M. Botsch, A. Wiratanaya, and L. Kobbelt, "Efficient High-Quality Rendering of Point-Sampled Geometry," Rendering Techniques 2002, Eurographics Workshop on Rendering, Springer-Verlag, 2002, pp. 53-64.
7. J.P. Grossman and W.J. Dally, "Point Sample Rendering," Rendering Techniques 1998, Eurographics Workshop on Rendering, Springer-Verlag, 1998, pp. 181-192.
8. S. Rusinkiewicz and M. Levoy, "Streaming Qsplat: A Viewer for Networked Visualization of Large, Dense Models," Proc. 2001 Symp. Interactive 3D Graphics, ACM Press, 2001, pp. 63-68.
9. M. Alexa, J. Behr, D. Cohen-Or, S. Fleishman, D. Levin, and C. Silva, Point Set Surfaces Proc. IEEE Visualization '01, pp. 21-28, 2001.
10. O. Devillers and P.-M. Gandoin, "Geometric Compression for Interactive Transmission," Proc. IEEE Visualization, IEEE CS Press, 2000, pp. 319-326.

Citation:
Florent Duguet, George Drettakis, "Flexible Point-Based Rendering on Mobile Devices," IEEE Computer Graphics and Applications, vol. 24, no. 4, pp. 57-63, July-Aug. 2004, doi:10.1109/MCG.2004.5
Usage of this product signifies your acceptance of the Terms of Use.