Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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
Normal Improvement for Point Rendering
IEEE Computer Graphics and Applications
A survey of point-based techniques in computer graphics
Computers and Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Real-time rendering of massive unstructured raw point clouds using screen-space operators
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
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In this paper, we propose a method for directly rendering point sets which only have positional information by using recent graphics processors (GPUs). Almost all the algorithms in our method are processed on GPU. Our point-based rendering algorithms apply an image buffer which has lower-resolution image than a frame buffer. Normal vectors are computed and various types of noises are reduced on such an image buffer. Our approach then produces high-quality images even for noisy point clouds especially acquired by 3D scanning devices. Our approach also uses splats in the actual rendering process. However, the number of points to be rendered in our method is in general less than the number of input points due to the use of selected points on an image buffer, which allows our approach to be processed faster than the previous approaches of GPU-based point rendering.