{"title":"Interactive ray tracing of point-based models","authors":"I. Wald, H. Seidel","doi":"10.1145/1187112.1187176","DOIUrl":"https://doi.org/10.1145/1187112.1187176","url":null,"abstract":"Point-based methods have recently gained significant interest, as their simplicity and independence of connectivity make them a simple and powerful tool in both modelling and rendering. Still, their use for high-quality and photorealistic rendering is still in its infancy, in particular for interactive applications. This paper describes a framework for interactively ray tracing point-based models based on a combination of an implicit surface representation, an efficient surface intersection algorithm, and a specially designed acceleration structure. Using this framework allows for interactively ray tracing even highly complex models on a single PC, including global illumination effects and the interactive visualization of a 24-million-point model with ray traced shadows.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133366039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A practical structured light acquisition system for point-based geometry and texture","authors":"F. Sadlo, T. Weyrich, R. Peikert, M. Gross","doi":"10.2312/SPBG/SPBG05/089-098","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG05/089-098","url":null,"abstract":"We present a simple and high-quality 3D scanning system based on structured light. It uses the common setup of a video projector, a computer-controlled turntable and a single camera. Geometry is acquired using a combination of gray code and phase-shift projections, and it is stored and processed in a point-based representation. We achieve high accuracy by careful calibration of camera, projector, and turntable axis. In addition, we make use of the projector's calibration and extend it to a calibrated light source, allowing for a simple reconstruction of material properties for each surface point. We alternatively use a Lambertian reflectance model, or fit a Phong reflectance model to the samples under different turntable orientations. The acquisition pipeline is entirely point-based, avoiding the need of triangulation during all processing stages.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131753230","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Conversion of point-sampled models to textured meshes","authors":"M. Wicke, S. Olibet, M. Gross","doi":"10.2312/SPBG/SPBG05/119-124","DOIUrl":"https://doi.org/10.2312/SPBG/SPBG05/119-124","url":null,"abstract":"We present an algorithm to convert point-sampled objects to textured meshes. The output mesh carries the geometric information present in the input model, while information about color and other surface attributes is separated and stored in textures. The point cloud is triangulated and decimated so it adequately represents the object geometry. Using EWA splatting, we compute textures patches for all triangles in the mesh. In an iterative process, the size of the texture patches is chosen adaptively such that texture information is preserved during the conversion. The texture filtering capabilities of EWA splatting ensure that no texture aliasing occurs. Finally, the texture patches are compiled into a texture atlas. Aside from colors, other surface attributes can be treated similarly. Normal maps can be computed to allow for further simplification of the output mesh while maintaining high visual quality.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127905102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Attraction and projection","authors":"N. Amenta","doi":"10.1109/PBG.2005.194057","DOIUrl":"https://doi.org/10.1109/PBG.2005.194057","url":null,"abstract":"Summary form only given. Point-set surfaces can be characterized by the \"projection\" operators, which are used to bring nearby points onto the surfaces, and by the properties of the surfaces themselves. We survey some point-set surfaces and review some recent results. On the way we point out the close connections to other problems such as normal estimation and segmentation.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122259905","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ubiquitous 3D","authors":"K. Pulli","doi":"10.1109/pbg.2005.194056","DOIUrl":"https://doi.org/10.1109/pbg.2005.194056","url":null,"abstract":"Summary form only given. A decade ago 3D graphics moved from dedicated and expensive engineering graphics workstations to normal PCs. Sophisticated graphics was now accessible to a much larger audience and developer pool than before. A similar revolution is happening right now as mobile devices such as PDAs and cellular phones have their own standard 3D APIs, high-quality color displays, and even hardware acceleration is starting to become available. This paper covers the graphics capabilities of modern mobile devices, their limitations, and graphics APIs designed for these devices. We will also discuss what is unique with mobile graphics compared to desktop graphics.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128484632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Runzhen Huang, E. Lum, K. Ma, Nikola S. Nikolov, Xiaobin Shen, Y. Wu, Kai Xu, M. Strengert, T. Klein, T. Ertl
{"title":"Cover Image Credits","authors":"Runzhen Huang, E. Lum, K. Ma, Nikola S. Nikolov, Xiaobin Shen, Y. Wu, Kai Xu, M. Strengert, T. Klein, T. Ertl","doi":"10.1109/pacificvis.2011.5742393","DOIUrl":"https://doi.org/10.1109/pacificvis.2011.5742393","url":null,"abstract":"Kai Xu, Andrew Cunningham, Seok-Hee Hong, Bruce H. Thomas This visualization shows the interactions among the proteins in yeast. Two proteins are connected if there is an interaction between them. The surface represents the number of interactions a protein has: the larger the surface height above a protein, the more interactions it has. It has been found that proteins with large number of interactions are important; the removal of such protein usually leads to cell death. page 33.","PeriodicalId":152934,"journal":{"name":"Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127087016","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}