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Fast Depth of Field Rendering with Surface Splatting
, 2003
"... We present a new fast algorithm for rendering the depth-of-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits t ..."
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Cited by 7 (0 self)
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We present a new fast algorithm for rendering the depth-of-field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surfaces. The algorithm is new in that it exploits the level-of-detail to select the surface detail according to the amount of depth-blur applied. This makes the speed of the algorithm practically independent of the amount of depth-blur. The proposed algorithm is an extension of the Elliptical Weighted Average (EWA) surface splatting. We present a mathematical analysis that extends the screen space EWA surface splatting to handle depth-of-field rendering with level-of-detail, and we demonstrate the algorithm on example renderings.
Representing and Rendering Surfaces with Points
, 2003
"... This report deals with the use of points as surface rendering and modeling primitives. The main components of point-based rendering and modeling algorithms are identified, different approaches are discussed and compared. The weaknesses of current point-based techniques are pointed out and for some o ..."
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Cited by 4 (0 self)
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This report deals with the use of points as surface rendering and modeling primitives. The main components of point-based rendering and modeling algorithms are identified, different approaches are discussed and compared. The weaknesses of current point-based techniques are pointed out and for some of them a possible solution is suggested. A new algorithm for depth-of-field rendering based on surface splatting is presented. It features rendering time independent of the amount of depth-blur and depth-of-field rendering in scenes with semi-transparent surfaces. For this algorithm a mathematical analysis, an implementation and a discussion of results are given.
Rendering Depth-of-Field with Surface Splatting
, 2003
"... We present a new fast algorithm for rendering the depthof -field effect for point-based surfaces. The algorithm is' able to handle partial occlusion correctly, it does not suffer from intensity leakage and it is also capable of depth-of-field rendering in presence of transparent surfaces. The algori ..."
Abstract
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Cited by 1 (0 self)
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We present a new fast algorithm for rendering the depthof -field effect for point-based surfaces. The algorithm is' able to handle partial occlusion correctly, it does not suffer from intensity leakage and it is also capable of depth-of-field rendering in presence of transparent surfaces. The algorithm is' new in that it exploits' the level-ofdetail paradigm to select the surface detail according to the amount of depth-blur applied. This' makes the speed of the algorithm practically independent of the amount of depthblur. The proposed algorithm is an extension of the Elliptical Weighted Average (EWA) surface splatting, We present a mathematical analysis that extends' the screen space EWA surface splatting to handle the depth-of-field rendering, we modify the definition of surface texture to take the level-of-detail into account, allowing us' to use the level-of-detail for depth-of-field rendering, and we demonstrate the algorithm on example renderings of point-based objects'.
Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering
"... show the images in pairs to emphasize the absence of artifacts where the boundaries of our axes lists meet. (a) and (b) classic splatting; (c) and (d) image-based rendering of range data with estimated depth uncertainty. In (b) and (d), Red = X axis, Blue = Z axis, Green = Y axis. This paper present ..."
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show the images in pairs to emphasize the absence of artifacts where the boundaries of our axes lists meet. (a) and (b) classic splatting; (c) and (d) image-based rendering of range data with estimated depth uncertainty. In (b) and (d), Red = X axis, Blue = Z axis, Green = Y axis. This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by first pre-sorting primitives using three lists- one for each axis, and then combining them using graphics hardware, by either clipping the projected primitives while rendering, according to the current list being processed, or by rendering each list to a texture and merging the textures in the end. We show that our algorithm works by applying it to the splatting technique using several types of rendering, including classic splatting and volume rendering. 1.

