Splat/mesh blending, perspective rasterization and transparency for point-based rendering

  • Authors:
  • Gaël Guennebaud;Loïc Barthe;Mathias Paulin

  • Affiliations:
  • IRIT, CNRS, Université Paul Sabatier, Toulouse, France;IRIT, CNRS, Université Paul Sabatier, Toulouse, France;IRIT, CNRS, Université Paul Sabatier, Toulouse, France

  • Venue:
  • SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
  • Year:
  • 2006

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Abstract

In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient implementation on current GPU and the design of fast dedicated rasterization units taking advantages of incremental calculations. Next, we propose a new efficient and high-quality approximation of the optimal EWA (Elliptical Weighted Average) filtering framework. We also show how transparent point-clouds can be rendered by current GPU in an order independent way by using a modified depth-peeling approach. Finally, in the context of hybrid points and polygons rendering systems, we present a simple mechanism to smooth the transitions between the different representations. Combined to previous contributions in the field, these improvements lead to a high-quality, performant and fullfeatured hardware-oriented splatting rendering system.