International audienceIn recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms when they are used for scenes of high complexity. In this work, our goal is to apply high quality point based rendering algorithms on complex scenes. For this purpose, we show how to take advantage of temporal coherency in a very accurate hardware accelerated point selection algorithm allowing the expensive computations to be peformed only on visible points. Our algorit...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of ...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
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...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
[[abstract]]Elliptical weighted average (EWA) surface splatting is an important technique for produc...
Modern laser range and optical scanners need rendering techniques that can handle millions of points...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
Splatting-based rendering techniques are currently the best choice for efficient high quality render...
In this paper we present a novel point-based rendering approach based on object-space point interpol...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of ...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...
In recent years it has been shown that, above a certain complexity, points become the most efficient...
International audienceIn this paper we present multiple simple and efficient improvements for splatt...
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...
In the last years point-based rendering has been shown to offer the potential to outperform traditio...
[[abstract]]Elliptical weighted average (EWA) surface splatting is an important technique for produc...
Modern laser range and optical scanners need rendering techniques that can handle millions of points...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formu...
Because of their conceptual simplicity and superior flexibility, point-based geometries evolved into...
Splatting-based rendering techniques are currently the best choice for efficient high quality render...
In this paper we present a novel point-based rendering approach based on object-space point interpol...
Nowadays, there are multiple available range scanning technologies which can capture extremely detai...
In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of ...
In this paper we present our solution for shadow generation, visibility sorting and GPU based shadin...