A non-photorealistic lighting model for automatic technical illustration
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Visualization '01
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Shape modeling with point-sampled geometry
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
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
CSG Tree Rendering for Point-Sampled Objects
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Point-based rendering techniques
Computers and Graphics
A survey of point-based techniques in computer graphics
Computers and Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
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
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Foundations and Trends® in Computer Graphics and Vision
Technical Section: A classification-based rendering method for point models
Computers and Graphics
NBS: A new representation for point surfaces based on genetic clustering algorithm
Computers and Graphics
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Interactive water streams with sphere scan conversion
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-Time Point-Based Rendering Using Visibility Map
IEICE - Transactions on Information and Systems
A system for retargeting of streaming video
ACM SIGGRAPH Asia 2009 papers
From rendering to tracking point-based 3D models
Image and Vision Computing
Out-of-core real-time visualization of massive 3D point clouds
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Visualization of LIDAR datasets using point-based rendering technique
Computers & Geosciences
Multi-view stereo point clouds visualization
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
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
Robust and efficient photo-consistency estimation for volumetric 3d reconstruction
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part II
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
Adaptive surface splatting for facial rendering
Computer Animation and Virtual Worlds
Sketch-based volumetric seeded region growing
SBM'06 Proceedings of the Third Eurographics conference on Sketch-Based Interfaces and Modeling
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
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Visually-complete aerial LiDAR point cloud rendering
Proceedings of the 20th International Conference on Advances in Geographic Information Systems
Point-based rendering optimization with textured meshes for fast LiDAR visualization
Computers & Geosciences
Hi-index | 0.00 |
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes. Elliptical surface splats were shown to allow for high-quality anti-aliased rendering by sophisticated EWA filtering. Since the publication of the original software-based EWA splatting, several authors tried to map this technique to the GPU in order to exploit hardware acceleration. Due to the lacking support for splat primitives, these methods always have to find a trade-off between rendering quality and rendering performance. In this paper, we discuss the capabilities of today's GPUs for hardware-accelerated surface splatting. We present an approach that achieves a quality comparable to the original EWA splatting at a rate of more than 20M elliptical splats per second. In contrast to previous GPU renderers, our method provides per-pixel Phong shading even for dynamically changing geometries and high-quality anti-aliasing by employing a screen-space pre-filter in addition to the object-space reconstruction filter. The use of deferred shading techniques effectively avoids unnecessary shader computations and additionally provides a clear separation between the rasterization and the shading of elliptical splats, which considerably simplifies the development of custom shaders. We demonstrate quality, efficiency, and flexibility of our approach by showing several shaders on a range of models.