High-quality point-based rendering on modern GPUs

High-quality point-based rendering on modern GPUs
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现代 GPU 上的高质量基于点的渲染

DOI:
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发表时间:
2003
期刊:
11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings.
影响因子:
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通讯作者:
L. Kobbelt
L. Kobbelt
中科院分区:
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文献类型:
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作者:
M. Botsch;L. Kobbelt

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在过去的几年里,当涉及到处理高度复杂的模型时,基于点的渲染已经显示出在速度和视觉质量方面超过传统基于三角形的渲染的潜力。现有的表面喷溅技术通过适当的过滤获得了良好的视觉质量,但在渲染速度上仍然受到限制。另一方面,图形硬件的可用性和可编程性的增加导致了非常高效的硬件加速渲染方法的发展。然而,由于没有使用过滤的碎片,这些方法以视觉质量换取渲染速度。在本文中,我们提出了一个基于点的几何渲染框架,提供高视觉质量和高效的渲染。我们的方法是基于高斯滤波的两道喷溅技术,其视觉质量可与现有的软件渲染系统相媲美。使用可编程图形硬件,我们将所有昂贵的渲染任务委托给GPU,从而最大限度地减少数据传输并节省CPU资源。建议的系统在最新的图形硬件上每秒渲染高达28M的中等质量或高达10M的高质量表面碎片。
In the last years, point-based rendering has been shown to offer the potential to outperform traditional triangle based rendering both in speed and visual quality when it comes to processing highly complex models. Existing surface splatting techniques achieve superior visual quality by proper filtering but they are still limited in rendering speed. On the other hand the increasing availability and programmability of graphics hardware lead to the development of very efficient hardware-accelerated rendering methods. However, since no filtered splats are used, these approaches trade visual quality for rendering speed. In this paper, we propose a rendering framework for point-based geometry providing high visual quality as well as efficient rendering. Our approach is based on a two-pass splatting technique with Gaussian filtering, resulting in a visual quality comparable to existing software rendering systems. Using programmable graphics hardware we delegate all expensive rendering tasks to the GPU, thereby minimizing data transfer and saving CPU resources. The proposed system renders up to 28M mid-quality or up to 10M high-quality surface splats per second on the latest graphics hardware.