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 language | English |
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Title of host publication | ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004 |
Editors | Ronen Barzel |
Pages | 51 |
Number of pages | 1 |
ISBN (Electronic) | 1581138962, 9781581138962 |
DOIs | |
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 |
Publication series
Name | ACM SIGGRAPH 2004 Posters, SIGGRAPH 2004 |
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Conference
Conference | International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2004 |
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Country/Territory | United States |
City | Los Angeles |
Period | 8/8/04 → 8/12/04 |
Bibliographical note
Publisher Copyright:© ACM 2004.
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction