{"title":"Point Based Rendering of Implicit 4-Dimensional Surfaces","authors":"R. Balsys, K. Suffern","doi":"10.1109/CGIV.2007.65","DOIUrl":null,"url":null,"abstract":"We present a point based rendering algorithm that uses hyper-cubes to perform spatial subdivision in a 4D volume. A 4D function interval exclusion test is used to speed up the rendering of 4D Implicit surfaces in this hyper-volume. A 4D orthonormal basis function is used to define a 4D camera, which projects isometric or perspective views onto a plane in 4D for viewing. The technique requires evaluations of 4D implicit surface functions and gradients to render shaded images. The technique also allows for hidden surface elimination using a z-buffer modified for use in a 4D space. We give examples of its use in rendering some 4D surfaces and discuss problems with the technique. The algorithm can be generalised to higher dimensions.","PeriodicalId":433577,"journal":{"name":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-08-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Graphics, Imaging and Visualisation (CGIV 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CGIV.2007.65","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
We present a point based rendering algorithm that uses hyper-cubes to perform spatial subdivision in a 4D volume. A 4D function interval exclusion test is used to speed up the rendering of 4D Implicit surfaces in this hyper-volume. A 4D orthonormal basis function is used to define a 4D camera, which projects isometric or perspective views onto a plane in 4D for viewing. The technique requires evaluations of 4D implicit surface functions and gradients to render shaded images. The technique also allows for hidden surface elimination using a z-buffer modified for use in a 4D space. We give examples of its use in rendering some 4D surfaces and discuss problems with the technique. The algorithm can be generalised to higher dimensions.