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Algebraic Splats Representation for Point Based Models

机译:基于点的模型的代数Splats表示

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The primitives of point-based representations are independent but are rendered using surfels, which approximate the immediate neighborhood of each point linearly. A large number of surfels are needed to convey the exact shape. Higher-order approximations of the local neighborhood have the potential to represent the shape using fewer primitives, simultaneously achieving higher rendering speeds. In this paper, we propose algebraic splats as a basic primitive of representation for point based models. An algebraic splat based representation can be computed using a moving least squares procedure. We specifically study low order polynomial splats in this paper. Quadratic and cubic splats provide good quality and high rendering speed using far fewer primitives on a wide range of models. They can also be rendered fast using ray tracing on modern GPUs. We also present an algorithm to construct a representation of a model with a user-specified number of primitives. Our method to generates a hole-free representation parametrized by a smoothing radius. The hole-free representation reduces the number of primitives needed by a factor 20 to 30 on most models and by a factor of over 100 on dense models like David with little or no drop in visual quality. We also present a two-pass GPU algorithm that ray-traces the algebraic splats and blends them using a Gaussian weighting scheme for smooth appearance. We are able to render models like David at upwards of 200 fps on a commodity GPU using algebraic splats.
机译:基于点的表示的基元是独立的,但是使用冲浪者呈现,该冲浪器近似于线性地接近每个点的立即邻域。需要大量的冲浪来传达精确的形状。本地邻域的高阶近似具有使用较少的基元表示形状,同时实现更高的渲染速度。在本文中,我们将代数Splats提出作为基于点模型表示的基本原始。可以使用移动最小二乘过程计算基于代数的Splat基于的表示。我们专门研究了本文中的低阶多项式Splats。二次和立方Splats在广泛的模型上使用较少的原语提供良好的质量和高渲染速度。它们也可以在现代GPU上使用Ray跟踪快速渲染。我们还提出了一种算法来构造具有用户指定数量的基元数的模型的表示。我们的方法以通过平滑半径产生自由孔的表示。无孔表示将大多数模型的因子20到30的原始数量减少,并且在像David这样的密集模型中超过100倍,视觉质量很少或没有下降。我们还提供了一种双通GPU算法,将代数Splats散布到代数Splats并使用高斯加权方案混合它们,以便平滑外观。我们可以使用代数Splats在商品GPU上向上渲染像David的模型。

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