Point Sample Rendering

نویسندگان

  • J. P. Grossman
  • William J. Dally
چکیده

We present an algorithm suitable for real-time, high quality rendering of complex objects. Objects are represented as a dense set of surface point samples which contain colour, depth and normal information. These point samples are obtained by sampling orthographic views on an equilateral triangle lattice. They are rendered directly and independently without any knowledge of surface topology. We introduce a novel solution to the problem of surface reconstruction using a hierarchy of Z-buffers to detect tears. Our algorithm is fast and requires only modest resources.

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Identifying Planes in Point Clouds for Efficient Hybrid Rendering

We present a hybrid rendering technique for highfeature colored point clouds that achieves both, high performance and high quality. Planar subsets in the point cloud are identified to drastically reduce the number of vertices, thus saving transformation bandwidth at the cost of the much higher fill-rate. Moreover, when rendering the planes, the filtering is comparable to elaborate point-renderi...

متن کامل

Multi-Resolution Rendering of Complex Animated Scenes

We present a novel multi-resolution point sample rendering algorithm for keyframe animations. The algorithm accepts triangle meshes of arbitrary topology as input which are animated by specifying different sets of vertices at keyframe positions. A multi-resolution representation consisting of prefiltered point samples and triangles is built to represent the animated mesh at different levels of ...

متن کامل

A Framework for Sample-Based Rendering with 0-Buffers

We present an innovative modeling and rendering primitive, called the 0-buffer. for sample-based graphics, such as images, volumes, and points. The 2D or 3D 0-buffer is in essence a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the 0-buffer is recorded as an offset to the nearest grid point of a regular base grid (he...

متن کامل

Interactive Sampling and Rendering for Complex and Procedural Geometry

We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, resulting in a sufficiently dense sampling of the final image. We present an integrated approach that exploits the simplicity of the point primitive. For procedural objects a...

متن کامل

Simultaneous GPU-Assisted Raycasting of Unstructured Point Sets and Volumetric Grid Data

In the recent years the advent of powerful graphics hardware with programmable pixel shaders enabled interactive raycasting implementations on low-cost commodity desktop computers. Unlike slice-based volume rendering approaches GPU-assisted raycasting does not suffer from rendering artifacts caused by varying sample distances along different ray-directions or limited frame-buffer precision. It ...

متن کامل

Real-Time Soft Shadows Using a Single Light Sample

We present a real-time rendering algorithm that generates soft shadows of dynamic scenes using a single light sample. As a depth-map algorithm it can handle arbitrary shadowed surfaces. The shadow-casting surfaces, however, should satisfy a few geometric properties to prevent artifacts. Our algorithm is based on a bivariate attenuation function, whose result modulates the intensity of a light c...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 1998