We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous meth...
In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics har...
We present a hardware-accelerated adaptive EWA volume splatting algorithm. EWA splatting combines a Gaussian reconstruction kernel with a low-pass image filter for high image qual...
Wei Chen, Liu Ren, Matthias Zwicker, Hanspeter Pfi...
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a ...