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A Framework for Sample-Based Rendering with O-Buffers

  • Stony Brook University

Research output: Contribution to conferencePaperpeer-review

5 Scopus citations

Abstract

We present an innovative modeling and rendering primitive, called the O-buffer, for sample-based graphics, such as images, volumes, and points. The 2D or 3D O-buffer is in essence a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the O-buffer is recorded as an offset to the nearest grid point of a regular base grid (hence the name O-buffer). The offset is typically quantized for compact representation and efficient rendering. The O-buffer emancipates pixels and voxels from the regular grids and can greatly improve the modeling power of images and volumes. It is a semi-regular structure which lends itself to efficient construction and rendering. Image quality can be improved by storing more spatial information with samples and by avoiding multiple resamplings and delaying reconstruction to the final rendering stage. Using O-buffers, more accurate multi-resolution representations can be developed for images and volumes. It can also be exploited to represent and render unstructured primitives, such as points, particles, curvilinear or irregular volumes. The O-buffer is therefore a uniform representation for a variety of graphics primitives and supports mixing them in the same scene. We demonstrate the effectiveness of the O-buffer with hierarchical O-buffers, layered depth O-buffers, and hybrid volume rendering with O-buffers.

Original languageEnglish
Pages441-448
Number of pages8
StatePublished - 2003
EventVIS 2003 PROCEEDINGS - Seattle, WA, United States
Duration: Oct 19 2003Oct 24 2003

Conference

ConferenceVIS 2003 PROCEEDINGS
Country/TerritoryUnited States
CitySeattle, WA
Period10/19/0310/24/03

Keywords

  • Frame buffer
  • Hierarchy
  • Hybrid rendering
  • Image-based rendering
  • Irregular sampling
  • Layered depth image
  • Offset
  • Sample-based rendering

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