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» Efficient Method for Point-Based Rendering on GPUs
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GRAPHICSINTERFACE
2004
13 years 6 months ago
Perspective Accurate Splatting
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...
Matthias Zwicker, Jussi Räsänen, Mario B...
CGF
2004
151views more  CGF 2004»
13 years 4 months ago
Deferred Splatting
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...
Gaël Guennebaud, Loïc Barthe, Mathias Pa...
VIS
2004
IEEE
186views Visualization» more  VIS 2004»
14 years 6 months ago
Hardware-Accelerated Adaptive EWA Volume Splatting
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...
CGF
2008
165views more  CGF 2008»
13 years 4 months ago
GPU-based Fast Ray Casting for a Large Number of Metaballs
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...
Yoshihiro Kanamori, Zoltan Szego, Tomoyuki Nishita
CGF
2008
168views more  CGF 2008»
13 years 4 months ago
Interactive Global Illumination for Deformable Geometry in CUDA
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 ...
Arne Schmitz, Markus Tavenrath, Leif Kobbelt