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dc.contributor.authorGuennebaud, Gaëlen_US
dc.contributor.authorBarthe, Loïcen_US
dc.contributor.authorPaulin, Mathiasen_US
dc.contributor.editorMario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwickeren_US
dc.date.accessioned2014-01-29T16:38:12Z
dc.date.available2014-01-29T16:38:12Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-32-0en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG06/049-057en_US
dc.description.abstractIn 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.publisherThe Eurographics Associationen_US
dc.titleSplat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Renderingen_US
dc.description.seriesinformationSymposium on Point-Based Graphicsen_US


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