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dc.contributor.authorGuennebaud, Gaelen_US
dc.contributor.authorBarthe, Loicen_US
dc.contributor.authorPaulin, Mathiasen_US
dc.date.accessioned2015-02-19T09:54:48Z
dc.date.available2015-02-19T09:54:48Z
dc.date.issued2004en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2004.00797.xen_US
dc.description.abstractIn recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this paper, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorithm is based on a multi-pass hardware accelerated EWA splatting. It is also suitable for any rendering application since no pre-process is needed and no assumption is made on the data structure. In addition, we briefly discuss the association of our method with other existing culling techniques and optimization for particular applications.Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing algorithmsen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleDeferred Splattingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00797.xen_US
dc.identifier.pages653-660en_US


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