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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray Tracing Point Sampled Geometry
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
ACM SIGGRAPH 2003 Papers
Stylized rendering of 3D scanned real world environments
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
X-toon: an extended toon shader
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Exaggerated shading for depicting shape and detail
ACM SIGGRAPH 2006 Papers
Point-Based Graphics
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Line drawings via abstracted shading
ACM SIGGRAPH 2007 papers
Direct visibility of point sets
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 courses
Apparent relief: a shape descriptor for stylized shading
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Light warping for enhanced surface depiction
ACM SIGGRAPH 2009 papers
Comparison of surface normal estimation methods for range sensing applications
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Technical Section: Visibility of noisy point cloud data
Computers and Graphics
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
A point-based approach for capture, display and illustration of very complex archeological artefacts
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Interactive Domitilla catacomb exploration
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Coherent culling and shading for large molecular dynamics visualization
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
Nowadays, 3D acquisition devices allow us to capture the geometry of huge Cultural Heritage (CH) sites, historical buildings and urban environments. We present a scalable real-time method to render this kind of models without requiring lengthy preprocessing. The method does not make any assumptions about sampling density or availability of normal vectors for the points. On a frame-by-frame basis, our GPU accelerated renderer computes point cloud visibility, fills and filters the sparse depth map to generate a continuous surface representation of the point cloud, and provides a screen-space shading term to effectively convey shape features. The technique is applicable to all rendering pipelines capable of projecting points to the frame buffer. To deal with extremely massive models, we integrate it within a multi-resolution out-of-core real-time rendering framework with small pre-computation times. Its effectiveness is demonstrated on a series of massive unstructured real-world Cultural Heritage datasets. The small precomputation times and the low memory requirements make the method suitable for quick onsite visualizations during scan campaigns.