Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple rendering passes; possibly a performance limiting factor. Two passes over the point geometry have been necessary because a first visibility-splatting pass has been necessary for conservative e-z-buffer visibility culling in the following point-interpolation rendering pass. This separation into visibility-splatting and point-blending, hence processing the point geometry twice, is a fundamental drawback of current GPU-based PBR algorithms. In this paper we introduce a new framework for GPU accelerated PBR algorithm whose basic idea is deferred blending. In contrast to prior algorithms, we formulate the smooth point interpolation problem a...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
Abstract Point-based rendering approaches have gained a major interest in recent years, basically re...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...
In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PB...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
In this paper we present a novel point-based rendering approach based on object-space point interpol...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
International audienceIn recent years it has been shown that, above a certain complexity, points bec...
Point-based rendering methods have proven to be effective for the display of large point cloud surfa...
While large investments are made in sophisticated graphics hardware, most realistic rendering is sti...
Advances in 3D scanning technologies have enabled the practical creation of hundreds of millions of ...
While large investments are made in sophisticated graphics hardware, most realistic rendering is sti...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
Abstract Point-based rendering approaches have gained a major interest in recent years, basically re...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...
In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PB...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
In this paper we present a novel point-based rendering approach based on object-space point interpol...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
International audienceIn recent years it has been shown that, above a certain complexity, points bec...
Point-based rendering methods have proven to be effective for the display of large point cloud surfa...
While large investments are made in sophisticated graphics hardware, most realistic rendering is sti...
Advances in 3D scanning technologies have enabled the practical creation of hundreds of millions of ...
While large investments are made in sophisticated graphics hardware, most realistic rendering is sti...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
Abstract Point-based rendering approaches have gained a major interest in recent years, basically re...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...