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Computer Graphics International 2004 (CGI'04)
P-Quadtrees: A Point and Polygon Hybrid Multi-Resolution Rendering Approach
Crete, Greece
June 16-June 19
ISBN: 0-7695-2171-1
Junfeng Ji, Chinese Academy Sciences
Sheng Li, Chinese Academy Sciences
Xuehui Liu, Chinese Academy Sciences
Enhua Wu, Chinese Academy Sciences and University of Macau
Point and polygon representations have their respective merits in rendering objects. In this paper, we propose a novel hybrid multi-resolution approach, P-Quadtrees, to efficiently render highly detailed objects. P-Quadtrees are constructed from geometry images. Both point and polygon are tightly integrated into a uniform structure. While traversing the P-Quadtrees in rendering, the part of surface that face the viewer can be rendered by coarser quad mesh to reduce the numbers of rendering primitives. The shading details can be enhanced by hardware accelerated normal mapping. The view dependent LOD selects the finer hierarchy on silhouette, which is rendered by points. The rendering of large-scale model is greatly accelerated while the visual effect both at the surfaces and the silhouette is guaranteed.
Index Terms:
point and polygon hybrid rendering, normal mapping, silhouette fidelity, quadtrees, LOD
Citation:
Junfeng Ji, Sheng Li, Xuehui Liu, Enhua Wu, "P-Quadtrees: A Point and Polygon Hybrid Multi-Resolution Rendering Approach," cgi, pp.382-385, Computer Graphics International 2004 (CGI'04), 2004
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