Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering

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Date
2006
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description

        
@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
} }
Citation