Splatting: a parallel, feed-forward volume rendering algorithm
Splatting: a parallel, feed-forward volume rendering algorithm
Fast perspective volume rendering with splatting by utilizing a ray-driven approach
Proceedings of the 7th conference on Visualization '96
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
An image-based approach to three-dimensional computer graphics
An image-based approach to three-dimensional computer graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The WarpEngine: an architecture for the post-polygonal age
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Digital Image Warping
Proceedings of the conference on Visualization '01
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
Object-order rendering of discrete objects
Object-order rendering of discrete objects
Multi-frame rate volume rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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The transforming and rendering of discrete objects, such as traditional images (with or without depths) and volumes, can be considered as resampling problem -- objects are reconstructed, transformed, filtered, and finally sampled on the screen grids. In resampling practices, discrete samples (pixels, voxels) can be considered either as infinitesimal sample points (simply called points) or samples of a certain size (splats). Resampling can also be done either forwards or backwards in either the source domain or the target domain. In this paper, we present a framework that features hybrid forward resampling for discrete rendering. Specifically, we apply this framework to enhance volumetric splatting. In this approach, minified voxels are taken simply as points filtered in screen space; while magnified voxels are taken as spherical splats. In addition, we develop two techniques for performing accurate and efficient perspective splatting. The first one is to efficiently compute the 2D elliptical geometry of perspectively projected splats; the second one is to achieve accurate perspective reconstruction filter. The results of our experiments demonstrate both the effectiveness of antialiasing and the efficiency of rendering using this approach.