Rendering Large Point Datasets with GPU Shaders
dc.contributor.author | Aguirre, Hugo | en_US |
dc.contributor.author | Gutierrez, Diego | en_US |
dc.contributor.author | Perrin, James S. | en_US |
dc.contributor.editor | John Collomosse and Ian Grimstead | en_US |
dc.date.accessioned | 2014-01-31T20:11:52Z | |
dc.date.available | 2014-01-31T20:11:52Z | |
dc.date.issued | 2010 | en_US |
dc.description.abstract | This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at an interactive frame rate. Point datasets are commonly used to analyse and solve complex problems, but rendering them is always an expensive task in computational terms. This paper researches the possibilities that GPUs and shading languages offer for rendering large datasets on modest computers and the improvements in speed and quality. GPU techniques to represent scalar and vector glyph are also described. The GPU method is compared with common methods, such as using polygons or textures. The shader glyphs are drawn onto planar primitives using equations to generate surface, lighting and depth information. The improved computational efficiency allows the display of larger datasets with a simultaneous increase in visual quality. | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |
dc.identifier.isbn | 978-3-905673-75-3 | en_US |
dc.identifier.uri | https://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/031-037 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Graphics processors I.3.7 [Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture | en_US |
dc.title | Rendering Large Point Datasets with GPU Shaders | en_US |
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