In this paper we present a new technique for rendering very large datasets representing point-sampled surfaces. Rendering efficiency is considerably improved by using stochastic sampling that is controlled using various object and view dependent image space properties. Most of the current rendering algorithms simplify the model in a preprocessing step before rendering. This simplification primarily results in a smaller subset of sampled points. Hence these algorithms suffer from the problem of under-sampling when the screen space resolution becomes greater than the sampling rate inherent in the simplified representation. Our algorithm avoids this problem by accessing the original point data set at all times and dynamically selecting points ...
We present a sampling strategy and rendering framework for intersectable models, whose surface is im...
We have developed a new algorithm that addresses the two major issues that are critical for the use ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
In this paper we present a new technique for rendering very large datasets representing point-sample...
The primary objective of the research reported in this thesis is to develop new techniques for dense...
In this paper we introduce, analyze and quantitatively compare a number of surface simplification me...
We propose an efficient and GPU-accelerated sampling framework which enables unbiased gradient appro...
Displaying large point clouds of mainly planar point distributions yet comes with large restrictions...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
Figure 1: Visualization of sampling strategies (white pixels show a subset of the actual samples, mi...
Stochastic shading with area lights requires methods to sample the light sources. For diffuse materi...
Current methods for realistic rendering approximate surface microstructure using a smooth normal dis...
Botsch M, Wiratanaya A, Kobbelt L. Efficient high quality rendering of point sampled geometry. In: ...
We present a sampling strategy and rendering framework for intersectable models, whose surface is im...
Splatting-based rendering techniques are currently the best choice for efficient high quality render...
We present a sampling strategy and rendering framework for intersectable models, whose surface is im...
We have developed a new algorithm that addresses the two major issues that are critical for the use ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
In this paper we present a new technique for rendering very large datasets representing point-sample...
The primary objective of the research reported in this thesis is to develop new techniques for dense...
In this paper we introduce, analyze and quantitatively compare a number of surface simplification me...
We propose an efficient and GPU-accelerated sampling framework which enables unbiased gradient appro...
Displaying large point clouds of mainly planar point distributions yet comes with large restrictions...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
Figure 1: Visualization of sampling strategies (white pixels show a subset of the actual samples, mi...
Stochastic shading with area lights requires methods to sample the light sources. For diffuse materi...
Current methods for realistic rendering approximate surface microstructure using a smooth normal dis...
Botsch M, Wiratanaya A, Kobbelt L. Efficient high quality rendering of point sampled geometry. In: ...
We present a sampling strategy and rendering framework for intersectable models, whose surface is im...
Splatting-based rendering techniques are currently the best choice for efficient high quality render...
We present a sampling strategy and rendering framework for intersectable models, whose surface is im...
We have developed a new algorithm that addresses the two major issues that are critical for the use ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...