IEEE Computer Graphics and Applications
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
LDI tree: a hierarchical representation for image-based rendering
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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
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
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Fundamentals of Texture Mapping and Image Warping
Fundamentals of Texture Mapping and Image Warping
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces
Computing Visibility Without Depth
Computing Visibility Without Depth
Interactive boolean operations on surfel-bounded solids
ACM SIGGRAPH 2003 Papers
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
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
Foundations and Trends® in Computer Graphics and Vision
Real-Time Point-Based Rendering Using Visibility Map
IEICE - Transactions on Information and Systems
Point-based rendering techniques
Computers and Graphics
Visualization of LIDAR datasets using point-based rendering technique
Computers & Geosciences
Data structures for interactive high resolution level-set surface editing
Proceedings of Graphics Interface 2011
Efficient point rendering method using sequential level-of-detail
CIS'05 Proceedings of the 2005 international conference on Computational Intelligence and Security - Volume Part II
An accelerating rendering method of hybrid point and polygon for complex three-dimensional models
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
An efficient point rendering using octree and texture lookup
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Boolean operations on surfel-bounded solids using programmable graphics hardware
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Points reloaded: point-based rendering revisited
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
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
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High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality while fully making use of hardware acceleration.Previous research revealed various advantages and drawbacks of point rendering over traditional rendering. Thus, a guideline in our algorithm design has been to allow both primitive types simultaneously and dynamically choose the best suited for rendering. An octree-based spatial representation, containing both triangles and sampled points, is used for level-of-detail and visibility calculations. Points in each block are stored in a generalized layered depth image. McMillan's algorithm is extended and hierarchically applied in the octree to warp overlapping Gaussian fuzzy splats in occlusion-compatible order and hence z-buffer tests are avoided. We show how to use off-the-shelf hardware to draw elliptical Gaussian splats oriented according to normals and to perform texture filtering. The result is a hybrid polygon-point system with increased efficiency compared to previous approaches.