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Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering

Abstract : In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient implementation on current GPU and the design of fast dedicated rasterization units taking advantages of incremental calculations. Next, we propose a new efficient and high-quality approximation of the optimal EWA (Elliptical Weighted Average) filtering framework. We also show how transparent point-clouds can be rendered by current GPU in an order independent way by using a modified depth-peeling approach. Finally, in the context of hybrid points and polygons rendering systems, we present a simple mechanism to smooth the transitions between the different representations. Combined to previous contributions in the field, these improvements lead to a high-quality, performant and full-featured hardware-oriented splatting rendering system.
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Contributor : Gaël Guennebaud Connect in order to contact the contributor
Submitted on : Wednesday, January 21, 2009 - 4:54:08 PM
Last modification on : Monday, July 4, 2022 - 8:48:23 AM


  • HAL Id : inria-00355022, version 1


Gael Guennebaud, Loic Barthe, Mathias Paulin. Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering. Eurographics Symposium on Point-Based Graphics 2006, Jul 2006, Boston, United States. pp.49-58. ⟨inria-00355022⟩



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