View-dependent textured splatting for rendering live scenes

David T. Guinnip, Shuhua Lai, Ruigang Yang

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

This sketch presents a novel approach for rendering low resolution point clouds with multiple high resolution textures-the type of data commonly generated by real-time vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm-View-dependent Textured Splatting (VDTS)-combines traditional splatting with a view-dependent texturing strategy to increase rendering quality of low resolution data sets with high resolution textures. VDTS requires no pre-processing, addresses texture visibility and anti-aliasing on the fly, and can be efficiently accelerated by commodity graphics hardware. Therefore it is well suited for real-time rendering of dynamic scenes online.

Original languageEnglish
Title of host publicationACM SIGGRAPH 2004 Posters, SIGGRAPH 2004
EditorsRonen Barzel
Pages51
Number of pages1
ISBN (Electronic)1581138962, 9781581138962
DOIs
StatePublished - Aug 8 2004
EventInternational Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004 - Los Angeles, United States
Duration: Aug 8 2004Aug 12 2004

Publication series

NameACM SIGGRAPH 2004 Posters, SIGGRAPH 2004

Conference

ConferenceInternational Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004
Country/TerritoryUnited States
CityLos Angeles
Period8/8/048/12/04

Bibliographical note

Publisher Copyright:
© ACM 2004.

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction

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