Efficient Screen Space Approach for Hardware Accelerated Surfel Rendering

Efficient Screen Space Approach for Hardware Accelerated Surfel Rendering
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用于硬件加速面元渲染的高效屏幕空间方法

DOI:
10.1109/iros40897.2019.8968121
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发表时间:
2003
期刊:
2019 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)
影响因子:
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通讯作者:
M. Paulin
M. Paulin
中科院分区:
--
文献类型:
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作者:
Gaël Guennebaud;M. Paulin

文献摘要

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目前,绘制纹理点采样三维物体的最好方法无疑是使用椭圆加权平均(EWA)表面溅射。该技术提供了一个高质量的绘制复杂的点模型与各向异性纹理过滤。在本文中,我们提出了一种新的多遍方法来执行EWA表面溅射现代PC图形硬件。我们的方法的主要优点是带宽有限,因为我们只渲染一个顶点的样本。为了实现这个目标,我们有效地使用标准的OpenGL点图元。在第一遍中,可见性飞溅是通过沿视线沿着向后移动曲面来执行的,并对每个片段应用视差深度校正。在第二次渲染过程中,为每个顶点计算屏幕空间EWA过滤,并为每个片段执行。我们的算法是使用可编程的顶点和片段着色器较新的PC图形硬件实现的。
At present, the best way to render textured pointsampled 3D objects is doubtless the use of elliptical weighted average (EWA) surface splatting. This technique provides a high quality rendering of complex point models with anisotropic texture filtering. In this paper we present a new multi-pass approach to perform EWA surface splatting on modern PC graphics hardware. The main advantage of our approach is to be bandwidth limited because we render only one vertex by sample. To achieve this goal we efficiently use the standard OpenGL point primitive. During the first pass, visibility splatting is performed by shifting surfel backward along the viewing rays and apply a parallax depth correction on each fragment. During the second rendering pass, screen space EWA filtering is computed for each vertex and performed for each fragment. Our algorithm is implemented using programmable vertex and fragment shaders of newer PC graphics hardware.