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.
|Title of host publication||ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004|
|Number of pages||1|
|ISBN (Electronic)||1581138962, 9781581138962|
|State||Published - Aug 8 2004|
|Event||International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004 - Los Angeles, United States|
Duration: Aug 8 2004 → Aug 12 2004
|Name||ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004|
|Conference||International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004|
|Period||8/8/04 → 8/12/04|
Bibliographical notePublisher Copyright:
© ACM 2004.
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction