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Dynamic surfel set refinement for high-quality rendering

机译:动态冲浪集优化以实现高质量渲染

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摘要

Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are not suitable for large magnification, especially when the object is under-sampled. This paper improves the rendering quality of pure splatting techniques using a fast dynamic up-sampling algorithm for point-based geometry. Our algorithm is inspired by interpolatory subdivision surfaces where the geometry is refined iteratively. At each step the refined geometry is that from the previous step enriched by a new set of points. The point insertion procedure uses three operators: a local neighborhood selection operator, a refinement operator (adding new points) and a smoothing operator. Even though our insertion procedure makes the analysis of the limit surface complicated and it does not guarantee its G~1 continuity, it remains very efficient for high-quality real-time point rendering. Indeed, while providing an increased rendering quality, especially for large magnification, our algorithm needs no other preprocessing nor any additional information beyond that used by any splatting technique. This extended version (Real-time point cloud refinement, in: Proceedings of Eurographics Symposium on Point-Based Graphic, 2004, pp. 41.) contains details on creases handling and more comparison to other smoothing operators.
机译:当前,基于喷溅的渲染技术是基于点的几何图形高效高质量渲染的最佳选择。但是,此类技术不适用于大放大倍率,尤其是在对象采样不足的情况下。本文使用基于点的几何的快速动态上采样算法,提高了纯喷涂技术的渲染质量。我们的算法的灵感来自于内插细分曲面,在该曲面上几何形状被迭代地精炼。在每个步骤中,经过精炼的几何形状都是上一步中的几何形状,其中包含一组新的点。点插入过程使用三个运算符:本地邻域选择运算符,细化运算符(添加新点)和平滑运算符。尽管我们的插入过程使对极限曲面的分析变得复杂并且不能保证其G〜1连续性,但对于高质量的实时点渲染它仍然非常有效。确实,在提供更高的渲染质量(尤其是大放大倍数)的同时,我们的算法不需要任何预处理技术,也不需要任何喷涂技术所需要的任何其他信息。此扩展版本(实时点云优化,见:Eurographics Symposium on Point-Based Graphic,2004年,第41页。)包含有关折痕处理的详细信息以及与其他平滑运算符的更多比较。

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