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O-Buffer: A Framework for Sample-Based Graphics
July/August 2004 (vol. 10 no. 4)
pp. 410-421

Abstract—We present an innovative modeling and rendering primitive, called the O-buffer, as a framework for sample-based graphics. The 2D or 3D O-buffer is, in essence, a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the O-buffer is recorded as an offset to the nearest grid point of a regular base grid (hence the name O-buffer). The O-buffer can greatly improve the expressive power of images and volumes. Image quality can be improved by storing more spatial information with samples and by avoiding multiple resamplings. It can be exploited to represent and render unstructured primitives, such as points, particles, and curvilinear or irregular volumes. The O-buffer is therefore a unified representation for a variety of graphics primitives and supports mixing them in the same scene. It is a semiregular structure which lends itself to efficient construction and rendering. O-buffers may assume a variety of forms including 2D O-buffers, 3D O-buffers, uniform O-buffers, nonuniform O-buffers, adaptive O-buffers, layered-depth O-buffers, and O-buffer trees. We demonstrate the effectiveness of the O--buffer in a variety of applications, such as image-based rendering, point sample rendering, and volume rendering.

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Index Terms:
Sample-based rendering, image-based rendering, hybrid rendering, irregular sampling, hierarchy, offset, frame buffer, layered depth image.
Citation:
Huamin Qu, Arie E. Kaufman, "O-Buffer: A Framework for Sample-Based Graphics," IEEE Transactions on Visualization and Computer Graphics, vol. 10, no. 4, pp. 410-421, July-Aug. 2004, doi:10.1109/TVCG.2004.15
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