Stereo computer graphics: and other true 3D technologies
Stereo computer graphics: and other true 3D technologies
Proceedings of the 7th conference on Visualization '96
Two-handed interactive stereoscopic visualization
Proceedings of the 7th conference on Visualization '96
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
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Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-time 3D model acquisition
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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Estimating surface normals in noisy point cloud data
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Shape modeling with point-sampled geometry
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
Interactive Stereoscopic Rendering of Volumetric Environments
IEEE Transactions on Visualization and Computer Graphics
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
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A Simple Approach for Point-Based Object Capturing and Rendering
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GPU-accelerated transparent point-based rendering
ACM SIGGRAPH 2006 Sketches
Point-based rendering techniques
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A survey of point-based techniques in computer graphics
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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
Post-processing of scanned 3D surface data
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
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
A practical structured light acquisition system for point-based geometry and texture
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
Proceedings of the 17th International Conference on 3D Web Technology
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The fundamental drawback of current stereo and multi-view visualization is the necessity to perform multi pass rendering (one pass for each view) and subsequent image composition + masking for generating multiple stereo views. Thus the rendering time increases in general linearly with the number of views.In this paper we introduce a new method for multi-view splatting based on deferred blending. Our method exploits the programma-bility of modern graphic processing units (GPUs) for rendering multiple stereo views in a single rendering pass. The views are calculated directly on the GPU including sub-pixel wavelength selective views. We describe our algorithm precisely and provide details about its implementation. Experimental results demonstrate the performance advantage of our multi-view point splatting algorithm compared to the standard multi-pass approach.