MetaCartSign in to MyCiteSeer

Include Citations | Advanced Search | Help

Include Citations | Advanced Search | Help

  To appear in the Proceedings of SIGGRAPH 2001

Download:
Download as a PDF
by Surface Splatting, Matthias Zwicker, Hanspeter Pfister, Jeroen Baar, Markus Gross
http://graphics.ethz.ch/Downloads/Publications/Papers/2001/p_Zwi01a.pdf
Add To MetaCart

Abstract:

Figure 1: Surface splatting of a scan of a human face, textured terrain, and a complex point-sampled object with semi-transparent surfaces. Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity. It is based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter. Our rigorous mathematical analysis extends the texture resampling framework of Heckbert to irregularly spaced point samples. To render the points, we develop a surface splat primitive that implements the screen space EWA filter. Moreover, we show how to optimally sample image and procedural textures to irregular point data during pre-processing. We also compare the optimal algorithm with a more efficient view-independent EWA pre-filter. Surface splatting makes the benefits of EWA texture filtering available to point-based rendering. It provides high quality anisotropic texture filtering, hidden surface removal, edge anti-aliasing, and order-independent transparency.

Citations

503 A volumetric method for building complex models from range images – Curless, Levoy - 1996
447 Surface reconstruction from unorganized points – Hoppe, DeRose, et al. - 1992
381 Footprint Evaluation for Volume Rendering – Westover - 1990
322 Digital Image Warping – Wolberg - 1990
304 QSplat: A multiresolution point rendering system for large meshes – Rusinkiewicz, Levoy - 2000
263 Layered depth images – Shade, Gortler, et al. - 1998
230 The Digital Michelangelo Project: 3D Scanning of Large Statues – Levoy, Pulli, et al. - 2000
201 Surfels: Surface elements as rendering primitives – Pfister, Zwicker, et al. - 2000
170 Image-Based Visual Hulls – Matusik, Buehler, et al. - 2000
157 The use of points as display primitives – Levoy, Whitted - 1985
138 Survey of Texture Mapping – Heckbert - 1986
135 Post-Rendering 3D Warping – Mark, McMillan, et al. - 1997
130 Fundamentals of Texture Mapping and Image Warping – Heckbert - 1989
110 The A-buffer, an Antialiased Hidden Surface Method – Carpenter - 1984
108 Point sample rendering – Grossman, Dally - 1998
63 Creating Raster Omnimax Images from Multiple Perspective Views Using the Elliptical Weighted Average Filter – Greene, Heckbert - 1986
24 Splatting Errors and Antialiasing – Mueller, Moeller, et al. - 1998
23 An anti-aliasing technique for splatting – Mueller, Möller, et al. - 1997
22 Hardware Accelerated Rendering of Antialiasing Using a Modified A-Buffer Algorithm – Winner, Kelley, et al. - 1997
17 3 : An Economical Hardware Technique for HighQuality Antialiasing and Transparency – Jouppi, Chang - 1999
13 Feline: Fast Elliptical Lines for Anisotropic Texture Mapping – McCormack, Perry, et al. - 1999
8 An anti-aliasing technique for splatting – Swan, Mueller, et al. - 1997