Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
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
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hardware-accelerated point-based rendering of complex scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2003 Papers
Approximating and intersecting surfaces from points
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
An efficient point rendering using octree and texture lookup
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
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
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Because of its simplicity and intuitive approach, point-based rendering has been a very popular research area. Recent approaches have focused on hardware-accelerated techniques. By applying a deferred shading scheme, both high-quality images and high-performance rendering have been achieved. However, previous methods showed problems related to depth-based visibility computation. We propose an extended point-based rendering method using a visibility map. In our method we employ a distance-based visibility technique (replacing depth-based visibility), an averaged position map and an adaptive fragment processing scheme, resulting in more accurate and improved image quality, as well as improved rendering performance.