Hardware-Accelerated Point-Based Rendering of Complex Scenes
dc.contributor.author | Coconu, Liviu | en_US |
dc.contributor.author | Hege, Hans-Christian | en_US |
dc.contributor.editor | P. Debevec and S. Gibson | en_US |
dc.date.accessioned | 2014-01-27T14:06:08Z | |
dc.date.available | 2014-01-27T14:06:08Z | |
dc.date.issued | 2002 | en_US |
dc.description.abstract | High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality while fully making use of hardware acceleration. Previous research revealed various advantages and drawbacks of point rendering over traditional rendering. Thus, a guideline in our algorithm design has been to allow both primitive types simultaneously and dynamically choose the best suited for rendering. An octree-based spatial representation, containing both triangles and sampled points, is used for level-of-detail and visibility calculations. Points in each block are stored in a generalized layered depth image. McMillan s algorithm is extended and hierarchically applied in the octree to warp overlapping Gaussian fuzzy splats in occlusion-compatible order and hence z-buffer tests are avoided. We show how to use off-the-shelf hardware to draw elliptical Gaussian splats oriented according to normals and to perform texture filtering. The result is a hybrid polygon-point system with increased efficiency compared to previous approaches. | en_US |
dc.description.seriesinformation | Eurographics Workshop on Rendering | en_US |
dc.identifier.isbn | 1-58113-534-3 | en_US |
dc.identifier.issn | 1727-3463 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGWR/EGWR02/043-052 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Hardware-Accelerated Point-Based Rendering of Complex Scenes | en_US |