dc.contributor.author | Guennebaud, Gaël | en_US |
dc.contributor.author | Barthe, Loïc | en_US |
dc.contributor.author | Paulin, Mathias | en_US |
dc.contributor.editor | Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker | en_US |
dc.date.accessioned | 2014-01-29T16:38:12Z | |
dc.date.available | 2014-01-29T16:38:12Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-32-0 | en_US |
dc.identifier.issn | 1811-7813 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/SPBG/SPBG06/049-057 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering | en_US |
dc.description.seriesinformation | Symposium on Point-Based Graphics | en_US |