Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the conference on Visualization '01
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Multi-level partition of unity implicits
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Progressive point set surfaces
ACM Transactions on Graphics (TOG)
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Perspective accurate splatting
GI '04 Proceedings of the 2004 Graphics Interface Conference
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
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We present a classification-based high quality rendering method for large scenes with point-based models. Each model is represented by a uniformly sized point hierarchy. All the points at the same resolution in the hierarchy share the same splat radius, and the splat radius ratio between any two neighboring resolutions are the same. We use this data structure to minimize the number of rendering points with no compromise in the image quality. Compared to the standard OpenGL point primitive, it is quite expensive to rasterize the perspectively correct splat projection even when using the advanced features of modern GPUs. We propose a classification-based rendering algorithm to reduce the number of points rendered by the complicated splatting. The potentially visible points are collected and classified into two types: a pixel point, whose image projection size is within one pixel; and a multi-pixel splat, whose image projection size is larger than one pixel. Only the multi-pixel splats are rendered by a perspectively correct splatting algorithm. The point classification is integrated with the hardware accelerated rendering. By adopting the uniformly sized point hierarchy and the classification-based rendering, we can achieve effective rendering of large scenes.