作者
Hanspeter Pfister, Matthias Zwicker, Jeroen Van Baar, Markus Gross
发表日期
2000/7/1
图书
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
页码范围
335-342
简介
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an octree-based surfel representation of a geometric object is computed. During sampling, surfel positions and normals are optionally perturbed, and different levels of texture colors are prefiltered and stored per surfel. During rendering, a hierarchical forward warping algorithm projects surfels to a z-buffer. A novel method called visibility splatting determines visible surfels and holes in the z-buffer. Visible surfels are shaded using texture filtering, Phong illumination, and environment mapping using per-surfel normals. Several methods of image reconstruction, including …
引用总数
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H Pfister, M Zwicker, J Van Baar, M Gross - Proceedings of the 27th annual conference on …, 2000