Quadratic Surfaces

This project was done by Jaap Bresser and myself as part of the “Advanced Computer Graphics” course at the University of Groningen. The purpose of this assignment was to take an existing paper on a novel rendering technique (related to point-based rendering) and to build an original implementation of the technique using C++, OpenGL and Cg. The technique we implemented allows fast rendering of pixel-perfect spheres and cylinders by using ray-casting in a fragment shader.

The original paper by Sigg et al. can be found on Christian Sigg's website:
http://graphics.ethz.ch/people/archive/siggc/

The research paper we wrote can be downloaded here:
GPU Based Ray-Casting of Quadratic Surfaces

The source code (Linux only) of this project can be downloaded here:
Quadrics source code

SpheresSpheres and CylindersSpheres with silhouette outlinesSpheres with an extreme field-of-vision