Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes. Elliptical surface splats were shown to allow for high-quality anti-aliased rendering by sophisticated EWA filtering. Since the publication of the original software-based EWA splatting, several authors tried to map this technique to the GPU in order to exploit hardware acceleration. Due to the lacking support for splat primitives, these methods always have to find a trade-off between rendering quality and rendering performance. In this paper, we discuss the capabilities of today’s GPUs for hardware-accelerated surface splatting. We present an approach that achieves ...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
Botsch M, Hornung A, Zwicker M, Kobbelt L. High-Quality Surface Splatting on Today's GPUs. In: Euro...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
[[abstract]]Elliptical weighted average (EWA) surface splatting is an important technique for produc...
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of poi...
International audienceAt present, the best way to render textured point-sampled 3D objects is doubtl...
Modern laser range and optical scanners need rendering techniques that can handle millions of points...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
In this paper, we present a framework for high quality splatting based on elliptical Gaussian kernel...
In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of ...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
International audienceIn recent years it has been shown that, above a certain complexity, points bec...
Surface splatting has been proven to be a good approach to render point-based models. Aliasing artif...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
Botsch M, Hornung A, Zwicker M, Kobbelt L. High-Quality Surface Splatting on Today's GPUs. In: Euro...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
[[abstract]]Elliptical weighted average (EWA) surface splatting is an important technique for produc...
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of poi...
International audienceAt present, the best way to render textured point-sampled 3D objects is doubtl...
Modern laser range and optical scanners need rendering techniques that can handle millions of points...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
In this paper, we present a framework for high quality splatting based on elliptical Gaussian kernel...
In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of ...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
International audienceIn recent years it has been shown that, above a certain complexity, points bec...
Surface splatting has been proven to be a good approach to render point-based models. Aliasing artif...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
Botsch M, Hornung A, Zwicker M, Kobbelt L. High-Quality Surface Splatting on Today's GPUs. In: Euro...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...