The design and analysis of spatial data structures
The design and analysis of spatial data structures
7+&barbelow;2 criteria for assessing and comparing spatial data structures
SSD '90 Proceedings of the first symposium on Design and implementation of large spatial databases
Surface reconstruction from unorganized points
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd 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
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
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
Delaunay based shape reconstruction from large data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th 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
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Proceedings of the conference on Visualization '01
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
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
QuadTIN: quadtree based triangulated irregular networks
Proceedings of the conference on Visualization '02
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
ACM SIGGRAPH 2003 Papers
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Theory and practice of sampling and reconstruction for manifolds with boundaries
Theory and practice of sampling and reconstruction for manifolds with boundaries
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Object-space point blending and splatting
ACM SIGGRAPH 2003 Sketches & Applications
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Deferred blending: Image composition for single-pass point rendering
Computers and Graphics
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Visual Verification and Analysis of Cluster Detection for Molecular Dynamics
IEEE Transactions on Visualization and Computer Graphics
Real-Time Point-Based Rendering Using Visibility Map
IEICE - Transactions on Information and Systems
Interactive Visualization - A Survey
Human Machine Interaction
Curvature-aware adaptive re-sampling for point-sampled geometry
Computer-Aided Design
Point-based rendering techniques
Computers and Graphics
3D model comparison using spatial structure circular descriptor
Pattern Recognition
View-based 3D model retrieval with probabilistic graph model
Neurocomputing
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
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
Accelerating depth image-based rendering using GPU
MRCS'06 Proceedings of the 2006 international conference on Multimedia Content Representation, Classification and Security
Framework for adaptive sampling of point-based surfaces using geometry and color attributes
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part II
Points reloaded: point-based rendering revisited
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
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
Interactive out-of-core texturing with point-sampled textures
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
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In this paper, we present Confetti, a novel point-based rendering approach based on object-space point interpolation of densely sampled surfaces. We introduce the concept of a transformation-invariant covariance matrix of a set of points which can efficiently be used to determine splat sizes in a multiresolution point hierarchy. We also analyze continuous point interpolation in object-space and we define a new class of parameterized blending kernels as well as a normalization procedure to achieve smooth blending. Furthermore, we present a hardware accelerated rendering algorithm based on texture mapping and \alpha{\hbox{-}}{\rm blending} as well as programmable vertex and pixel-shaders.