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dc.contributor.authorBouchiba, Hassanen_US
dc.contributor.authorGroscot, Raphaëlen_US
dc.contributor.authorDeschaud, Jean-Emmanuelen_US
dc.contributor.authorGoulette, Françoisen_US
dc.contributor.editorPierre Benard and Daniel Sykoraen_US
dc.date.accessioned2017-04-22T16:43:34Z
dc.date.available2017-04-22T16:43:34Z
dc.date.issued2017
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20171035
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20171035
dc.description.abstractWe present a novel real-time screen-space rendering algorithm for real-world 3D scanned datasets. Our method takes advantage of the pull phase of a pull-push pyramidal filling algorithm in order to feed a hidden point removal operator. The push phase is then used to fill the final framebuffer. We demonstrate on a real-world complex dataset that our method produces better visual results and is more efficient comparing to state of the art algorithms.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]
dc.subjectPicture/Image Generation
dc.subjectBitmap and framebuffer operations
dc.titleHigh Quality and Efficient Direct Rendering of Massive Real-world Point Cloudsen_US
dc.description.seriesinformationEG 2017 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20171035
dc.identifier.pages1-2


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