Abstract
As modern 3D scanning devices handle an enormous amount of point data, generation of triangle mesh becomes time-consuming job. Furthermore, projected triangles are smaller than pixel size, thereby increasing overhead for rasterization. In recent years point-based rendering has become an efficient method for the rendering of complex models. We propose an acceleration method for rendering of point-based geometry. It solves the visibility of point samples by taking advantages of octree structure constructed directly from a point cloud. This enables graphics hardware to render a scene in a single pass thus avoiding additional pass for visibility computation. In addition, we also present an efficient splatting technique to use a lookup table of alpha textures, resulting in alleviation of the load of pixel processing. It achieves better performance over the other methods.
Original language | English |
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Pages (from-to) | 1187-1196 |
Number of pages | 10 |
Journal | Lecture Notes in Computer Science |
Volume | 3482 |
Issue number | III |
DOIs | |
State | Published - 2005 |
Event | International Conference on Computational Science and Its Applications - ICCSA 2005 - , Singapore Duration: 9 May 2005 → 12 May 2005 |