A new Voronoi-based surface reconstruction algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
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
Digital Image Processing
ACM SIGGRAPH 2003 Papers
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
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
Point-Based Graphics
SPBG'04 Proceedings of the First Eurographics 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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Surface splatting has been proven to be a viable alternative to traditional polygon rendering for highly detailed models. In terms of rendering performance, surface splatting has surpassed polygon rendering when it fully exploits today's graphics processing units (GPU). However, in terms of rendering quality, surface splatting could still be inferior to polygon rendering when the model is viewed close-up and when the size and variance of each splat is not computed properly. In this paper, we present a method that improves the image quality of surface splatting to the level comparable to polygonal rendering by automatically finding a suitable size and variance for each splat.