The design and analysis of spatial data structures
The design and analysis of spatial data structures
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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
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
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
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
IEEE Computer Graphics and Applications
GPU-accelerated transparent point-based rendering
ACM SIGGRAPH 2006 Sketches
Point-based rendering techniques
Computers and Graphics
A survey of point-based techniques in computer graphics
Computers and Graphics
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
Voronoi rasterization of sparse point sets
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
GPU accelerated SPH particle simulation and rendering
ACM SIGGRAPH 2007 posters
NBS: A new representation for point surfaces based on genetic clustering algorithm
Computers and Graphics
Screen space fluid rendering with curvature flow
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Adaptive sampling and rendering of fluids on the GPU
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
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In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PBR) and high-quality shading of transparent point surfaces. By introducing the concept of deferred blending we are able to formulate the smooth point interpolation problem as an image compositing post-processing task. Consequently, our new PBR algorithm does not suffer from an extra visibility-splatting pre-render pass, for conservative @?-z-buffer visibility culling, as this is eventually performed together with the smooth point interpolation during image compositing. Moreover, this new deferred blending concept enables hardware accelerated transparent PBR with combined effects of multi-layer transparency, refraction, specular reflection, and per-fragment shading. Deferred blending is based on a separation of the point data into not self-overlapping minimal independent groups, a multi-target rendering pass and an image compositing post-processing stage. We present different grouping algorithms for off-line and on-line processing. For basic opaque surface rendering and simple transparency effects, our novel algorithm only needs a single geometry rendering pass. For high-quality transparent image synthesis one extra rendering pass is sufficient. Besides transparency, per-fragment reflective and refractive multi-layer effects (e.g. environment mapping) are supported in our algorithm.