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Hardware-accelerated point-based rendering of complex scenes

机译:基于硬件的基于点的复杂场景渲染

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High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality while fully making use of hardware acceleration.Previous research revealed various advantages and drawbacks of point rendering over traditional rendering. Thus, a guideline in our algorithm design has been to allow both primitive types simultaneously and dynamically choose the best suited for rendering. An octree-based spatial representation, containing both triangles and sampled points, is used for level-of-detail and visibility calculations. Points in each block are stored in a generalized layered depth image. McMillan's algorithm is extended and hierarchically applied in the octree to warp overlapping Gaussian fuzzy splats in occlusion-compatible order and hence z-buffer tests are avoided. We show how to use off-the-shelf hardware to draw elliptical Gaussian splats oriented according to normals and to perform texture filtering. The result is a hybrid polygon-point system with increased efficiency compared to previous approaches.
机译:近年来,已经开发了高质量的点渲染方法。这些方法的共同缺点是缺乏硬件支持。我们提出了一种新颖的点渲染技术,该技术可以在充分利用硬件加速的同时产生良好的图像质量。先前的研究揭示了点渲染与传统渲染相比的各种优缺点。因此,我们算法设计中的指导原则是同时允许这两种原始类型并动态选择最适合渲染的类型。基于八叉树的空间表示形式(包含三角形和采样点)用于详细程度和可见性计算。每个块中的点都存储在广义分层深度图像中。 McMillan的算法得到扩展,并在八叉树中按层次结构应用,以按照咬合兼容的顺序扭曲重叠的高斯模糊散斑,因此避免了z缓冲区测试。我们展示了如何使用现成的硬件绘制根据法线定向的椭圆高斯splats并执行纹理过滤。结果是与以前的方法相比具有提高的效率的混合多边形点系统。

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