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Automatic size and variance determination for better surface splatting quality on close-up view

Published: 11 December 2011 Publication History

Abstract

Surface splatting has been proven to be a viable alternative to traditional polygon rendering for highly detailed models. In terms of rendering performance, surface splatting has surpassed polygon rendering when it fully exploits today's graphics processing units (GPU). However, in terms of rendering quality, surface splatting could still be inferior to polygon rendering when the model is viewed close-up and when the size and variance of each splat is not computed properly. In this paper, we present a method that improves the image quality of surface splatting to the level comparable to polygonal rendering by automatically finding a suitable size and variance for each splat.

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        cover image ACM Conferences
        VRCAI '11: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
        December 2011
        617 pages
        ISBN:9781450310604
        DOI:10.1145/2087756
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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        Publication History

        Published: 11 December 2011

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        Author Tags

        1. GPU
        2. point-based rendering
        3. real-time rendering
        4. splat size and variance determination
        5. surface splatting

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