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dc.contributor.authorBotsch, Marioen_US
dc.contributor.authorSpernat, Michaelen_US
dc.contributor.authorKobbelt, Leifen_US
dc.contributor.editorMarkus Gross and Hanspeter Pfister and Marc Alexa and Szymon Rusinkiewiczen_US
dc.date.accessioned2014-01-29T16:25:34Z
dc.date.available2014-01-29T16:25:34Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-09-6en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG04/025-032en_US
dc.description.abstractSurface splatting has developed into a valuable alternative to triangle meshes when it comes to rendering of highly detailed massive datasets. However, even highly accurate splat approximations of the given geometry may sometimes not provide a sufficient rendering quality since surface lighting mostly depends on normal vectors whose deviation is not bounded by the Hausdorff approximation error. Moreover, current point-based rendering systems usually associate a constant normal vector with each splat, leading to rendering results which are comparable to flat or Gouraud shading for polygon meshes. In contrast, we propose to base the lighting of a splat on a linearly varying normal field associated with it, and we show that the resulting Phong Splats provide a visual quality which is far superior to existing approaches. We present a simple and effective way to construct a Phong splat representation for a given set of input samples. Our surface splatting system is implemented completely based on vertex and pixel shaders of current GPUs and achieves a splat rate of up to 4M Phong shaded, filtered, and blended splats per second. In contrast to previous work, our scan conversion is projectively correct per pixel, leading to more accurate visualization and clipping at sharp features.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePhong Splattingen_US
dc.description.seriesinformationSPBG'04 Symposium on Point - Based Graphics 2004en_US


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