DocumentCode
1847490
Title
High-quality surface splatting on today´s GPUs
Author
Botsch, Mario ; Hornung, Anja ; Zwicke, Matthias ; Kobbelt, Kif
Author_Institution
Comput. Graphics Group, RWTH Aachen Tech. Univ., Germany
fYear
2005
fDate
20-21 June 2005
Firstpage
17
Lastpage
141
Abstract
Point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes, because of their conceptual simplicity and superior flexibility. Elliptical surface splats were shown to allow for high-quality anti-aliased rendering by sophisticated EWA filtering. Since the publication of the original software-based EWA splatting, several authors tried to map this technique to the GPU in order to exploit hardware acceleration. Due to the lacking support for splat primitives, these methods always have to find a trade-off between rendering quality and rendering performance. In this paper, we discuss the capabilities of today´s GPUs for hardware-accelerated surface splatting. We present an approach that achieves a quality comparable to the original EWA splatting at a rate of more than 20M elliptical splats per second. In contrast to previous GPU renderers, our method provides per-pixel Phong shading even for dynamically changing geometries and high-quality anti-aliasing by employing a screen-space pre-filter in addition to the object-space reconstruction filter. The use of deferred shading techniques effectively avoids unnecessary shader computations and additionally provides a clear separation between the rasterization and the shading of elliptical splats, which considerably simplifies the development of custom shaders. We demonstrate quality, efficiency, and flexibility of our approach by showing several shaders on a range of models.
Keywords
computational geometry; computer graphic equipment; mesh generation; rendering (computer graphics); surface fitting; GPU; hardware acceleration; high-quality anti-aliased rendering; high-quality surface splatting; object-space reconstruction filter; per-pixel Phong shading; point-based geometry; polygonal mesh; software-based EWA splatting; sophisticated EWA filtering; surface representation; Acceleration; Computational geometry; Computer graphics; Filtering; Hardware; Information geometry; Piecewise linear techniques; Rendering (computer graphics); Sampling methods; Surface reconstruction;
fLanguage
English
Publisher
ieee
Conference_Titel
Point-Based Graphics, 2005. Eurographics/IEEE VGTC Symposium Proceedings
ISSN
1511-7813
Print_ISBN
3-905673-20-7
Type
conf
DOI
10.1109/PBG.2005.194059
Filename
1500313
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