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
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
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
IEEE Transactions on Visualization and Computer Graphics
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
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
Points reloaded: point-based rendering revisited
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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We propose an extension of sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor (GPU). Using a sequential level-of-detail selection, we exploited the programmable graphics pipeline for rendering of large data sets. By adding position and radius of parent node to all points in the sequence, hole and overdraw problems of the sequential point trees technique were resolved, and as a result better image quality and rendering performance were achieved.