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
Hardware-accelerated point-based rendering of complex scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
Computing Visibility Without Depth
Computing Visibility Without Depth
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Points reloaded: point-based rendering revisited
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Real-Time Point-Based Rendering Using Visibility Map
IEICE - Transactions on Information and Systems
Efficient point rendering method using sequential level-of-detail
CIS'05 Proceedings of the 2005 international conference on Computational Intelligence and Security - Volume Part II
Octree-based indexing for 3D pointclouds within an Oracle Spatial DBMS
Computers & Geosciences
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As modern 3D scanning devices handle an enormous amount of point data, generation of triangle mesh becomes time-consuming job. Furthermore, projected triangles are smaller than pixel size, thereby increasing overhead for rasterization. In recent years point-based rendering has become an efficient method for the rendering of complex models. We propose an acceleration method for rendering of point-based geometry. It solves the visibility of point samples by taking advantages of octree structure constructed directly from a point cloud. This enables graphics hardware to render a scene in a single pass thus avoiding additional pass for visibility computation. In addition, we also present an efficient splatting technique to use a lookup table of alpha textures, resulting in alleviation of the load of pixel processing. It achieves better performance over the other methods.