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dc.contributor.authorBotsch, Marioen_US
dc.contributor.authorWiratanaya, Andreasen_US
dc.contributor.authorKobbelt, Leifen_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/EGWR02/053-064en_US
dc.description.abstractWe propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact with a memory consumption of far less than 2 bits per point position which does not depend on the quantization precision. We present an efficient rendering algorithm that exploits the hierarchical structure of the representation to perform fast 3D transformations and shading. The algorithm is extended to surface splatting which yields high quality anti-aliased and water tight surface renderings. Our pure software implementation renders up to 14 million Phong shaded and textured samples per second and about 4 million anti-aliased surface splats on a commodity PC. This is more than a factor 10 times faster than previous algorithms.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEfficient High Quality Rendering of Point Sampled Geometryen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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