Skip to main content

Decoupling Polygon Rendering from Geometry using Rasterization Hardware

  • Conference paper
  • First Online:

Part of the book series: Eurographics ((EUROGRAPH))

Abstract

The dramatically increasing size of polygonal models resulting from 3D scanning devices and advanced modeling techniques requires new approaches to reduce the load of geometry transfer and processing. In order to supplement methods like polygon reduction or geometry compression we suggest to exploit the processing power and functionality of the rasterization and texture subsystem of advanced graphics hardware. We demonstrate that 3D-texture maps can be used to render voxelized polygon models of arbitrary complexity at interactive rates by extracting isosurfaces from distance volumes. Therefore, we propose two fundamental algorithms to limit the rasterization load: First, the model is partitioned into a hierarchy of axis-aligned bounding boxes that are voxelized in an error controlled multi-resolution representation. Second, rasterization is restricted to the thin boundary regions around the isosurface representing the voxelized geometry. Furthermore, we suggest and simulate an OpenGL extension enabling advanced per-pixel lighting and shading. Although the presented approach exhibits certain limitations we consider it as a starting point for hybrid solutions balancing load between the geometry and the rasterization stage and we expect some influence on future hardware design.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. B. Cabral, N. Cam, and J. Foran. Accelerated Volume Rendering and Tomographic Reconstruction Using Texture Mapping Hardware. In ACM Symposium on Volume Visualization’ 94, pages 91–98, 1994.

    Google Scholar 

  2. S. Cohen and A. Kaufman. Scan-Conversion Algorithms for Linear and Quadratic Objects. In 1990 Symposium on Volume Visualization, pages 280–301. IEEE, 1990.

    Google Scholar 

  3. S. Gibson. Using Distance Maps for Accurate Surface Reconstruction in Sampled Volumes. In 1998 Symposium on Volume Visualization, pages 23–30. ACM, 1998.

    Google Scholar 

  4. S. Gottschalk, M.C. Lin, and D. Manocha. OBBTree: A Hierarchical Structure for Rapid Interference Detection. ACM Computer Graphics, Proc. SIGGRAPH’ 96, 1996.

    Google Scholar 

  5. H. Hoppe. View-Dependant Refinement of Progressive Meshes. ACM Computer Graphics, Proc. SIGGRAPH’ 97, 1997.

    Google Scholar 

  6. J. Huang, R. Yagel, V. Filippov, and Y. Kurzion. An Accurate Method for Voxelizing Polygon Meshes. In 1998 Symposium on Volume Visualization, pages 119–126. ACM, 1998.

    Google Scholar 

  7. A. Kaufman. Efficient algorithms for 3D scan-conversion of parametric curves, surfaces and volumes. ACM Computer Graphics, Proc. SIGGRAPH’ 87, 1987.

    Google Scholar 

  8. Knittel, G and Straßer, W. A Compact Volume Rendering Accelerator. In Kaufman, A. and Krüger, W., editor, 1994 Symposium on Volume Visualization, pages 67–74. ACM SIGGRAPH, 1994.

    Google Scholar 

  9. P. Lacroute and M Levoy. Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transform. Computer Graphics, Proc. SIGGRAPH’ 94, 28(4):451–458, 1994.

    Google Scholar 

  10. W.E. Lorensen and H.E. Cline. Marching Cubes: A High Resolution 3D Surface Construction Algorithm. ACM Computer Graphics, Proc. SIGGRAPH’ 87, 21(4): 163–169, 1987.

    Article  Google Scholar 

  11. J. Montrym, D. Baum, D. Dignam, and C. Migdal. Infinite Reality: A Real-Time Graphics System. Computer Graphics, Proc. SIGGRAPH’ 97, pages 293–303, July 1997.

    Google Scholar 

  12. H. Pfister and A. Kaufman. Cube-4 — A Scalable Architecture for Real-Time Volume Rendering. In R. Crawfis and Ch. Hansen, editors, 1996 Symposium on Volume Visualization, pages 47–54. ACM SIGGRAPH, 1996.

    Google Scholar 

  13. IRIS InSight Silicon Graphics Publication. OpenGL Volumizer Programmer’s Guide. 1997.

    Google Scholar 

  14. S. Wang and A. Kaufman. Volume sampled voxelization of geometric primitives. In Visualization 1993, pages 78–84. IEEE, 1993.

    Google Scholar 

  15. R. Westermann and T. Ertl. Efficiently using graphics hardware in volume rendering applications. ACM Computer Graphics, Proc. SIGGRAPH’ 98, 1998.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 1999 Springer-Verlag/Wien

About this paper

Cite this paper

Westermann, R., Sommer, O., Ertl, T. (1999). Decoupling Polygon Rendering from Geometry using Rasterization Hardware. In: Lischinski, D., Larson, G.W. (eds) Rendering Techniques’ 99. EGSR 1999. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6809-7_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-7091-6809-7_5

  • Published:

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83382-7

  • Online ISBN: 978-3-7091-6809-7

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics