IEEE Computer Graphics and Applications
Triangle scan conversion using 2D homogeneous coordinates
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Feline: fast elliptical lines for anisotropic texture mapping
Proceedings of the 26th 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
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
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spectral processing of point-sampled geometry
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image-based 3D photography using opacity hulls
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
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Shape modeling with point-sampled geometry
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Cg: a system for programming graphics hardware in a C-like language
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
Adaptive sampling of intersectable models exploiting image and object-space coherence
Proceedings of the 2005 symposium on Interactive 3D graphics and games
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Point-based VR visualization for large-scale mesh datasets by real-time remote computation
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
GPU-based rendering of sparse low-degree implicit surfaces
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interactive Point-based Isosurface Exploration and High-quality Rendering
IEEE Transactions on Visualization and Computer Graphics
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
A hardware architecture for surface splatting
ACM SIGGRAPH 2007 papers
Technical Section: A classification-based rendering method for point models
Computers and Graphics
Point rendering of non-manifold surfaces with features
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
A system for retargeting of streaming video
ACM SIGGRAPH Asia 2009 papers
Dynamic surfel set refinement for high-quality rendering
Computers and Graphics
A survey of point-based techniques in computer graphics
Computers and Graphics
From rendering to tracking point-based 3D models
Image and Vision Computing
Visualization of LIDAR datasets using point-based rendering technique
Computers & Geosciences
Automatic size and variance determination for better surface splatting quality on close-up view
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
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
Real-time point cloud refinement
SPBG'04 Proceedings of the First Eurographics 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
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Voronoi rasterization of sparse point sets
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
DUODECIM: a structure for point scan compression and rendering
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
GPU-based ray-casting of quadratic surfaces
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts such as holes caused by the affine approximation of the perspective projection. Further, our algorithm implements the EWA resampling filter, hence providing high image quality with anisotropic texture filtering. We also present an extension of our rendering primitive that facilitates the display of sharp edges and corners. Finally, we describe an efficient implementation of the entire point rendering pipeline using vertex and fragment programs of current GPUs.