Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Unstructured lumigraph rendering
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
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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.