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
Illumination for computer generated pictures
Communications of the ACM
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spectral processing of point-sampled geometry
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th 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
Proceedings of the conference on Visualization '01
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Shape modeling with point-sampled geometry
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
Progressive point set surfaces
ACM Transactions on Graphics (TOG)
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
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
GPU-based rendering of sparse low-degree implicit surfaces
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interactive Point-based Isosurface Exploration and High-quality Rendering
IEEE Transactions on Visualization and Computer Graphics
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Non-conforming surface representations
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Technical Section: A classification-based rendering method for point models
Computers and Graphics
Point rendering of non-manifold surfaces with features
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
NBS: A new representation for point surfaces based on genetic clustering algorithm
Computers and Graphics
Real-Time Point-Based Rendering Using Visibility Map
IEICE - Transactions on Information and Systems
Point-based rendering techniques
Computers and Graphics
A survey of point-based techniques in computer graphics
Computers and Graphics
Calibration and segmentation free 3D modelling from images based on GPU
International Journal of Computer Applications in Technology
Visualization of LIDAR datasets using point-based rendering technique
Computers & Geosciences
Automatic size and variance determination for better surface splatting quality on close-up view
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Voronoi rasterization of sparse point sets
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Single-pass point rendering and transparent shading
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Splat/mesh blending, perspective rasterization and transparency for point-based rendering
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
GPU-based ray-casting of quadratic surfaces
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
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Surface splatting has developed into a valuable alternative to triangle meshes when it comes to rendering of highly detailed massive datasets. However, even highly accurate splat approximations of the given geometry may sometimes not provide a sufficient rendering quality since surface lighting mostly depends on normal vectors whose deviation is not bounded by the Hausdorff approximation error. Moreover, current point-based rendering systems usually associate a constant normal vector with each splat, leading to rendering results which are comparable to flat or Gouraud shading for polygon meshes. In contrast, we propose to base the lighting of a splat on a linearly varying normal field associated with it, and we show that the resulting Phong Splats provide a visual quality which is far superior to existing approaches. We present a simple and effective way to construct a Phong splat representation for a given set of input samples. Our surface splatting system is implemented completely based on vertex and pixel shaders of current GPUs and achieves a splat rate of up to 4M Phong shaded, filtered, and blended splats per second. In contrast to previous work, our scan conversion is projectively correct per pixel, leading to more accurate visualization and clipping at sharp features.