| Applications of the O-buffer
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Image-based rendering
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Point-based rendering
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Volume rendering
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Solid modeling
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Image processing and computer vision |
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Selected Publications
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O-Buffer:
A Framework for Sample-based Graphics
Huamin Qu, Arie Kaufman
To appear in IEEE Transactions on Visualization
and Computer Graphics, 2004
Abstract: This paper extends our
IEEE Visualization 2003 paper with a more detailed
exposition of the concept, algorithms, and
applications of the O-buffer. A more systematic
classification of O-buffers and a more accurate
analysis of storage requirements for O-buffers are
presented. We also give a high level overview of
motivations and methods to convert other
primitives to O-buffers. More importantly, we
introduce the O-buffer tree as a structure to
compress sparse O-buffers and to organize samples
in a hierarchy. In addition, we explore three new
applications of O-buffers in image-based rendering
and point sample rendering. Our main contribution
in this paper is the introduction of the O-buffer
as a new modeling and rendering primitive, a
uniform framework for sample-based graphics, a
unified way for hybrid rendering and a versatile
representation which can be exploited to solve a
wide range of problems in computer graphics and
visualization.
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(download paper:  )
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A
Framework for Sample-based Rendering with
O-buffers
Huamin Qu, Arie Kaufman, Ran Shao, Ankush Kumar
IEEE Visualization, 2003
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, we can
develop more accurate multiresolution
representations 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.
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(download paper:  )
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Image
Based Rendering With Stable Frame Rates
Huamin Qu, Ming Wan, Jiafa Qin, Arie Kaufman
IEEE Visualization, 2000
Abstract: This paper presents an
efficient keyframeless image-based rendering
technique. An intermediate image is used to
exploit the coherences among neighboring frames.
The pixels in the intermediate image are first
rendered by a ray-casting method and then warped
to the intermediate image at the current viewpoint
and view direction. We use an offset buffer to
record the precise positions of these pixels in
the intermediate image. Every frame is generated
in three steps: warping the intermediate image
onto the frame, filling in holes, and selectively
rendering a group of "old" pixels. By
dynamically adjusting the number of those
"old" pixels in the last step, the
workload at every frame can be balanced. The
pixels generated by the last two steps make
contributions to the new intermediate image.
Unlike occasional keyframes in conventional
image-based rendering which need to be totally
rerendered, intermediate images only need to be
partially updated at every frame. In this way, we
guarantee more stable frame rates and more uniform
image qualities. The intermediate image can be
warped efficiently by a modified incremental 3D
warp algorithm. As a specific application, we
demonstrate our technique with a voxel-based
terrain rendering system.
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Other
Publications Supported by this Project
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Visual Simulation of Chemical Gardens,
Xiaoming Wei, Feng Qiu, Wei Li, Suzanne Yoakum-Stover and Arie Kaufman,
to appear Proceedings of IEEE Computer Graphics
International 2005 |
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Surface
Reconstruction Using Oriented Charges,
Jianning Wang, Manuel M. Oliveira, Hui Xie, Arie E. Kaufman,
to appear Proceedings of IEEE Computer Graphics
International 2005 |
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Front
Spreading on 3D Surfaces, Ye Zhao and
Arie Kaufman, to appear Proceedings of IEEE
Computer Graphics International 2005 |
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GPU-based
Object-Order Ray-Casting for Large Datasets, Wei Hong, Feng Qiu, and Arie Kaufman, Volume
Graphics, 2005 |
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Lattice-based
flow field modeling, Xiaoming Wei, Ye
Zhao, Zhe Fan, Wei Li, Feng Qiu, Suzanne
Yoakum-Stover and Arie Kaufman, IEEE Transactions
on Visualization and Computer Graphics, Vol 10, No
6, Nov 2004 (PDF) |
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GPU
Cluster for High Performance Computing,
Zhe Fan, Feng Qiu, Arie Kaufman, and SuzanneYoakum-Stover,
Proceedings of ACM/IEEE Supercomputing
Conference, Pittsburgh, PA, Nov, 2004 (PDF) |
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Fast
Hybrid Approach for Texturing Point Models,
Haitao Zhang, Feng Qiu, Arie Kaufman, Computer
Graphics Forum, 2004 (PDF) |
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Dispersion
Simulation And Visualization For Urban Security, Feng Qiu, Ye Zhao, Zhe Fan, Xiaoming Wei,
Haik Lorenz, Jianning Wang, Suzanne Yoakum-Stover,
Arie Kaufman, and Klaus Mueller, Proceeding of
IEEE Visualization, 2004 (PDF) |
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Range
Image Registration via Probability Field,
Haitao Zhang, Olaf Hall-Holt, Arie Kaufman, Computer
Graphics International, 2004, (PDF) |
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A
Sketch-Based Interface for Collaborative Design,
Z. Fan, M. Oliveira, C. Ma, and A. Kaufman, Proceedings
of Eurographics Workshop on Sketch-Based Interfaces
and Modeling, pp. 143-150, Aug 2004 (PDF) |
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GPU
Cluster for Scientific Computing and Large-Scale
Simulation, Z. Fan, F. Qiu, A. Kaufman, and S. Yoakum-Stover,
ACM GP^2 Workshop (extended abstract and
poster), Los Angeles, CA, Aug 2004 (PPT,
PDF) |
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Lattice-Based
Flow Simulation on GPU, Ye Zhao, Zhe Fan,
Wei Li, Arie Kaufman and Suzanne Yoakum-Stover, ACM
GP2 Workshop (extended abstract and poster), Los
Angeles, CA, Aug 2004, (PPT,
PDF) |
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Hybrid
Volumetric Ray-Casting, Wei Hong, Feng
Qiu, Arie Kaufman, ACM GP2 Workshop (extended
abstract and poster), Los Angeles, CA, Aug 2004,
(PPT,
PDF) |
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GPU
Accelerated Dispersion Simulation for Urban Security,
Feng Qiu, Ye Zhao, Zhe Fan, Xiaoming Wei, Haik
Lorenz, Jianning Wang, Suzanne Yoakum-Stover, Arie
Kaufman, and Klaus Mueller, ACM GP2 Workshop
(extended abstract and poster), Los Angeles, CA, Aug
2004 (PPT,
PDF) |
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GPU-based
Voxelization and its Application in Flow Modeling,
Z. Fan, W. Li, X. Wei, and A. Kaufman, ACM GP2
Workshop (extended abstract and poster), Los
Angeles, CA, Aug 2004 (PPT,
PDF) |
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| Acknowledgement:
This project is supported by NSF grant CCR-0306438. |
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