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dc.contributor.authorCoconu, Liviuen_US
dc.contributor.authorHege, Hans-Christianen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:08Z
dc.date.available2014-01-27T14:06:08Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/043-052en_US
dc.description.abstractHigh quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality while fully making use of hardware acceleration. Previous research revealed various advantages and drawbacks of point rendering over traditional rendering. Thus, a guideline in our algorithm design has been to allow both primitive types simultaneously and dynamically choose the best suited for rendering. An octree-based spatial representation, containing both triangles and sampled points, is used for level-of-detail and visibility calculations. Points in each block are stored in a generalized layered depth image. McMillan s algorithm is extended and hierarchically applied in the octree to warp overlapping Gaussian fuzzy splats in occlusion-compatible order and hence z-buffer tests are avoided. We show how to use off-the-shelf hardware to draw elliptical Gaussian splats oriented according to normals and to perform texture filtering. The result is a hybrid polygon-point system with increased efficiency compared to previous approaches.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleHardware-Accelerated Point-Based Rendering of Complex Scenesen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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