The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th 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
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Ray Tracing Point Sampled Geometry
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Shape modeling with point-sampled geometry
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Approximating and intersecting surfaces from points
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
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
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
Interactive ray tracing of point-based models
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
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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.