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OALib Journal期刊
ISSN: 2333-9721
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A Overview of Point-based Rendering Techniques

Keywords: computer graphics , point based rendering , qsplat , surfel , surface splatting , randomized Z-buffer algirithm

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Abstract:

In recent years point-based geometry has gained increasing attention as an alternative surface representation, both for efficient rendering and for flexible geometry processing of highly complex 3D-models. Traditional geometry based rendering methods use triangles as primitives which make rendering complexity dependent on complexity of the model to be rendered. But point based models overcome that problem as points don't maintain connectivity information and just represents surface information. Based on their fundamental simplicity, points have motivated a variety of research on topics such as shape modeling, object capturing, simplification, rendering and hybrid point-polygon methods.Rendering the points is inherently a big problem due to lack of connectivity information. But lack of connectivity introduces several artifacts while in the process of rendering like aliasing and holes in the rendered model. Several algorithms have been proposed for rendering point models efficiently and with high quality. The major challenge of point-based rendering (PBR) algorithms is to achieve a continuous interpolation betweendiscrete point samples that are irregularly distributed on a surface. Furthermore, correct visibility must be supported as well as efficient level-of-detail (LOD) rendering for large data sets.Our work has the basis of understanding of the various popular algorithms for point rendering like qsplat and elliptical weighted average splatting. We will discuss advantages and disadvantages of each of the approaches and we will define and compare the result of all various algorithms.

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