Efficient Screen Space Approach for Hardware Accelerated Surfel Rendering
نویسندگان
چکیده
At present, the best way to render textured pointsampled 3D objects is doubtless the use of elliptical weighted average (EWA) surface splatting. This technique provides a high quality rendering of complex point models with anisotropic texture filtering. In this paper we present a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware. The main advantage of our approach is to be bandwidth limited because we render only one vertex by sample. To achieve this goal we efficiently use the standard OpenGL point primitive. During the first pass, visibility splatting is performed by shifting surfel backward along the viewing rays and apply a parallax depth correction on each fragment. During the second rendering pass, screen space EWA filtering is computed for each vertex and performed for each fragment. Our algorithm is implemented using programmable vertex and fragment shaders of newer PC graphics hardware.
منابع مشابه
Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatti...
متن کاملObject Space EWA Surface Splatting
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware, called object space EWA splatti...
متن کاملRendering by surfels
This paper studies a technique for real-time rendering of very large environments in which the geometric primitive is not the usual triangle but the ”surfel” (surface element). A surfel is simply a 3D discrete sample of a surface, associated with a 2D ”sprite” corresponding to its rendering on the screen. The principle of this technique is somewhat similar to ”point sampling rendering” proposed...
متن کاملHardware-Accelerated Geometry Instancing for Surfel and Voxel Rendering of Scanned 4D Media
Range scanners based on camera-projector setups permit capturing dynamic objects at high frame rates at affordable costs, producing a time-varying set of points. This paper establishes a 4D media framework for acquiring, compressing and displaying these point clouds, albeit with more emphasis on the rendering aspects. Displaying these point clouds requires techniques capable of alleviating irre...
متن کاملSmart Hardware-Accelerated Volume Rendering
For volume rendering of regular grids the display of view-plane aligned slices has proven to yield both good quality and performance. In this paper we demonstrate how to merge the most important extensions of the original 3D slicing approach, namely the pre-integration technique, volumetric clipping, and advanced lighting. Our approach allows the suppression of clipping artifacts and achieves h...
متن کاملذخیره 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 2003