### Abstract

We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting the sampling resolution in image space to the surface variation in object space. The result is a set of small, view-dependent bilinear surface approximations, which are rendered as quads using conventional graphics hardware. The advantage of this temporary rendering representation is two-fold: First, rendering is performed on the GPU, leaving CPU time for ray intersection computation. As the number of primitives is typically small, complex per vertex or per fragment programs can be used to achieve a variety of rendering effects. Second, bilinear surface approximations are derived from the geometry and can be reused in other views. Here, graphics hardware is exploited to determine the subset of image space in need of re-sampling. We demonstrate our system by ray casting an implicit surface defined from point samples, for which current ray-surface intersection computations are usually too slow to generate images at interactive rates.

Original language | English (US) |
---|---|

Title of host publication | Proceedings - I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games |

Editors | S.N. Spencer |

Pages | 171-178 |

Number of pages | 8 |

State | Published - 2005 |

Event | I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - Washington, DC, United States Duration: Apr 3 2005 → Apr 6 2005 |

### Other

Other | I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games |
---|---|

Country | United States |

City | Washington, DC |

Period | 4/3/05 → 4/6/05 |

### Fingerprint

### Keywords

- Adaptive sampling
- Object-space coherence

### ASJC Scopus subject areas

- Computer Science(all)

### Cite this

*Proceedings - I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games*(pp. 171-178)

**Adaptive sampling of intersectable models exploiting image and object-space coherence.** / Adamson, Anders; Alexa, Marc; Nealen, Andrew.

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution

*Proceedings - I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games.*pp. 171-178, I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Washington, DC, United States, 4/3/05.

}

TY - GEN

T1 - Adaptive sampling of intersectable models exploiting image and object-space coherence

AU - Adamson, Anders

AU - Alexa, Marc

AU - Nealen, Andrew

PY - 2005

Y1 - 2005

N2 - We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting the sampling resolution in image space to the surface variation in object space. The result is a set of small, view-dependent bilinear surface approximations, which are rendered as quads using conventional graphics hardware. The advantage of this temporary rendering representation is two-fold: First, rendering is performed on the GPU, leaving CPU time for ray intersection computation. As the number of primitives is typically small, complex per vertex or per fragment programs can be used to achieve a variety of rendering effects. Second, bilinear surface approximations are derived from the geometry and can be reused in other views. Here, graphics hardware is exploited to determine the subset of image space in need of re-sampling. We demonstrate our system by ray casting an implicit surface defined from point samples, for which current ray-surface intersection computations are usually too slow to generate images at interactive rates.

AB - We present a sampling strategy and rendering framework for intersectable models, whose surface is implicitly defined by a black box intersection test that provides the location and normal of the closest intersection of a ray with the surface. To speed up image generation despite potentially slow intersection tests, our method exploits spatial coherence by adjusting the sampling resolution in image space to the surface variation in object space. The result is a set of small, view-dependent bilinear surface approximations, which are rendered as quads using conventional graphics hardware. The advantage of this temporary rendering representation is two-fold: First, rendering is performed on the GPU, leaving CPU time for ray intersection computation. As the number of primitives is typically small, complex per vertex or per fragment programs can be used to achieve a variety of rendering effects. Second, bilinear surface approximations are derived from the geometry and can be reused in other views. Here, graphics hardware is exploited to determine the subset of image space in need of re-sampling. We demonstrate our system by ray casting an implicit surface defined from point samples, for which current ray-surface intersection computations are usually too slow to generate images at interactive rates.

KW - Adaptive sampling

KW - Object-space coherence

UR - http://www.scopus.com/inward/record.url?scp=29244488560&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=29244488560&partnerID=8YFLogxK

M3 - Conference contribution

SP - 171

EP - 178

BT - Proceedings - I3D 2005: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

A2 - Spencer, S.N.

ER -