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View-dependent textured splatting for rendering live scenes

Published:08 August 2004Publication History

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.

References

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  • Published in

    cover image ACM Conferences
    SIGGRAPH '04: ACM SIGGRAPH 2004 Posters
    August 2004
    123 pages
    ISBN:1581138962
    DOI:10.1145/1186415

    Copyright © 2004 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 8 August 2004

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