A novel point rendering algorithm is presented using surfels as rendering primitives. A surfel is a discrete 3D surface element consisting of the attributes position, normal, and color. It is shown, that a 3D object representation by surfels can be created directly from point clouds of 3D scanners, from polygonal meshes, and from implicit surfaces. The surfels are compressed using quantization schemes for each of the three attributes, and stored in a full binary space partitioning tree in order to render the 3D object in various level-of-details which are view-dependently defined. Three rendering speed-up techniques are presented: hierarchical view frustum culling, hierarchical backface culling using normal masks, and the exploitation of vi...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexi...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
A novel point rendering algorithm is presented using surfels as rendering primitives. A surfel is a ...
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects a...
In this paper we describe a new technique to generate and use surfels for rendering of highly comple...
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects a...
International audienceThis paper presents an efficicent combination of techniques for fast stripping...
With the recent advances in the 3D scanning field, the size of datasets to be displayed has increase...
We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera an...
On the one hand normal mapping is a common technique to improve normal interpolation of low tesselat...
Abstract:- Real-time visualization of 3D scenes is a very important feature of many computer graphic...
International audienceSplatting-based rendering techniques are currently the best choice for efficie...
The increasing popularity of points as rendering primitives has led to a variety of different render...
International audienceAt present, the best way to render textured point-sampled 3D objects is doubtl...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexi...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...
A novel point rendering algorithm is presented using surfels as rendering primitives. A surfel is a ...
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects a...
In this paper we describe a new technique to generate and use surfels for rendering of highly comple...
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects a...
International audienceThis paper presents an efficicent combination of techniques for fast stripping...
With the recent advances in the 3D scanning field, the size of datasets to be displayed has increase...
We address the problem of mesh reconstruction from live RGB-D video, assuming a calibrated camera an...
On the one hand normal mapping is a common technique to improve normal interpolation of low tesselat...
Abstract:- Real-time visualization of 3D scenes is a very important feature of many computer graphic...
International audienceSplatting-based rendering techniques are currently the best choice for efficie...
The increasing popularity of points as rendering primitives has led to a variety of different render...
International audienceAt present, the best way to render textured point-sampled 3D objects is doubtl...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexi...
We present an algorithm for real-time level of detail reduction and display of high-complexity polyg...