Introduction

Point-based representations of objects have been recently used as an alternative to triangle-based representations. Starting with a z-buffer style rendering, recent work has progressed to rendering point based models using raycasting, and more general raytracing, for producing photo-realistic illumination effects such as shadows and refraction.

In this paper we advance the state of the art by showing how to render large (approximately several million) point models in real time. We use a GPU to simultaneously provide effects involving shadows, reflection, and refraction in real time. Our system relies on an efficient way of storing and accessing hierarchical data structures on the GPU, as well as a method of dealing with point based entities when confronted with rays.

Collaborators: Sriram Kashyap, Rhushabh Goradia, Prof. Parag Chaudhuri, Prof. Sharat Chandran

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