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.
Type de document :
Communication dans un congrès
Eurographics Symposium on Point-Based Graphics 2006, Jul 2006, Boston, United States. Eurographics Association, pp.49-58, 2006
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https://hal.inria.fr/inria-00355022
Contributeur : Gaël Guennebaud <>
Soumis le : mercredi 21 janvier 2009 - 16:54:08
Dernière modification le : mercredi 12 septembre 2018 - 17:46:02

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  • HAL Id : inria-00355022, version 1

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Gael Guennebaud, Loïc 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. Eurographics Association, pp.49-58, 2006. 〈inria-00355022〉

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