2005 | OriginalPaper | Buchkapitel
An Efficient Point Rendering Using Octree and Texture Lookup
verfasst von : Yun-Mo Koo, Byeong-Seok Shin
Erschienen in: Computational Science and Its Applications – ICCSA 2005
Verlag: Springer Berlin Heidelberg
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As modern 3D scanning devices handle an enormous amount of point data, generation of triangle mesh becomes time-consuming job. Furthermore, projected triangles are smaller than pixel size, thereby increasing overhead for rasterization. In recent years point-based rendering has become an efficient method for the rendering of complex models. We propose an acceleration method for rendering of point-based geometry. It solves the visibility of point samples by taking advantages of octree structure constructed directly from a point cloud. This enables graphics hardware to render a scene in a single pass thus avoiding additional pass for visibility computation. In addition, we also present an efficient splatting technique to use a lookup table of alpha textures, resulting in alleviation of the load of pixel processing. It achieves better performance over the other methods.