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An improved splat-based ray tracing for point-based objects

机译:针对基于点的对象的改进的基于Splat的光线跟踪

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This paper aims to improve the process of photo-realistic images production in matter of quality of the point-based scenes rendered by splats using the ray tracing technique, where we exploit the intrinsic overlap of the splats to get per-pixel shading that is very close to Phong shading (in the case of polygonal meshes), without an additional preprocessing phase (no normal field computation for each splat). Moreover, this work is mainly introduced to have more accurate rendering on the edges and sharp regions. Note that our model does not require point cloud with high density, but they have to be hole-free and closed. The quality of the resulted images proves the efficiency of the proposed approach.
机译:本文旨在通过光线追踪技术,针对由splats渲染的基于点的场景的质量,改进照片级真实感图像的生成过程,在该过程中,我们利用splats的内在重叠来获得每个像素的阴影效果非常好。接近Phong阴影(在多边形网格的情况下),没有额外的预处理阶段(每个splat没有法线场计算)。此外,主要介绍这项工作是为了在边缘和尖锐区域上具有更准确的渲染。请注意,我们的模型不需要高密度的点云,但它们必须无孔且封闭。结果图像的质量证明了该方法的有效性。

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