SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
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
Progressive lossless compression of arbitrary simplicial complexes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
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
Variational shape approximation
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Course Notes
A survey of point-based techniques in computer graphics
Computers and Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Technical Section: A classification-based rendering method for point models
Computers and Graphics
Multiresolution point-set surfaces
GI '08 Proceedings of graphics interface 2008
Octree-based progressive geometry coding of point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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Surface splatting enables high quality and efficient rendering algorithms for dense point-sampled datasets. However, with increasing data complexity, the need for multiresolution models becomes evident. For triangle meshes, progressive or continuous level of detail hierarchies have proven to be very effective when it comes to (locally) adapt the resolution level of the 3D model to the application-dependent quality requirements. In this paper we transfer this concept to splat-based geometry representations. Our progressive splat decimation procedure uses the standard greedy approach but unlike previous work, it uses the full splat geometry in the decimation criteria and error estimates, not just the splat centers. With two improved error metrics, this new greedy framework offers better approximation quality than other progressive splat decimators. It comes even close to the recently proposed globally optimized single-resolution sub-sampling techniques while being faster by a factor of 3.