Priority Point Lists for Point based Object Rendering

E.K.-Y. Jeng and Z. Xiang (USA)


Rendering algorithms and systems, Point-based rendering, Adaptive sampling, Z-buffer rendering.


The paper presents a point-based method for interactive rendering of three-dimensional objects with complex shapes. The points used in this approach are sampled from mesh objects. A quad tree sub-sampling scheme is used to sample points from each triangle of the mesh object and the sampled points are saved in the quad tree. We define the priority lists for each level of the tree. Those valid points kept in the tree are then transferred to the lists accordingly. While rendering, we render the splat of each point in the priority lists into an alternative z-buffer with the higher priority rendered first. Our method uses less sample points and still results in a high quality image.

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