Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering
Abstract
In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient implementation on current GPU and the design of fast dedicated rasterization units taking advantages of incremental calculations. Next, we propose a new efficient and high-quality approximation of the optimal EWA (Elliptical Weighted Average) filtering framework. We also show how transparent point-clouds can be rendered by current GPU in an order independent way by using a modified depth-peeling approach. Finally, in the context of hybrid points and polygons rendering systems, we present a simple mechanism to smooth the transitions between the different representations. Combined to previous contributions in the field, these improvements lead to a high-quality, performant and fullfeatured hardware-oriented splatting rendering system.
BibTeX
@inproceedings {10.2312:SPBG:SPBG06:049-057,
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering}},
author = {Guennebaud, Gaël and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/049-057}
}
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering}},
author = {Guennebaud, Gaël and Barthe, Loïc and Paulin, Mathias},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/049-057}
}