View-dependent textured splatting for rendering live scenes

  • Authors:
  • David T. Guinnip;Shuhua Lai;Ruigang Yang

  • Affiliations:
  • University of Kentucky;University of Kentucky;University of Kentucky

  • Venue:
  • SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
  • Year:
  • 2004

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Abstract

This sketch presents a novel approach for rendering low resolution point clouds with multiple high resolution textures--the type of data commonly generated by real-time vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds.Our new algorithm---View-dependent Textured Splatting (VDTS)---combines traditional splatting with a view-dependent texturing strategy to increase rendering quality of low resolution data sets with high resolution textures. VDTS requires no pre-processing, addresses texture visibility and anti-aliasing on the fly, and can be efficiently accelerated by commodity graphics hardware. Therefore it is well suited for real-time rendering of dynamic scenes online.