Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Ray Tracing Point Sampled Geometry
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Ray Tracing Point Set Surfaces
SMI '03 Proceedings of the Shape Modeling International 2003
Anisotropic point set surfaces
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Interactive ray tracing of point-based models
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Interpolatory point set surfaces—convexity and Hermite data
ACM Transactions on Graphics (TOG)
Point-based rendering techniques
Computers and Graphics
A survey of point-based techniques in computer graphics
Computers and Graphics
Real time ray tracing of point-based models
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
On normals and projection operators for surfaces defined by point sets
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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Representation and rendering techniques of point models are important in computer graphics. The main drawbacks of current ray tracing methods for point models are coarse rendering effects in the parts of silhouettes and sharp features and high computation cost. We propose a ray tracing method for point models, based on the height difference function defined by blending projective distances between the point of ray and the corresponding splats. Our method performs high rendering qualities in particular in the parts of silhouettes and sharp features, because the height difference function precisely approximates geometric features in the joint part of splats. Moreover, the computation of intersection of our method is viewpoint-independent. The experiments show that our method performs good rendering quality and has high convergence rate.