High-quality surface splatting on today's GPUs

Point-based geometries evolved into a valuable alternative to surface representations based on polygonal meshes, because of their conceptual simplicity and superior flexibility. Elliptical surface splats were shown to allow for high-quality anti-aliased rendering by sophisticated EWA filtering. Since the publication of the original software-based EWA splatting, several authors tried to map this technique to the GPU in order to exploit hardware acceleration. Due to the lacking support for splat primitives, these methods always have to find a trade-off between rendering quality and rendering performance. In this paper, we discuss the capabilities of today's GPUs for hardware-accelerated surface splatting. We present an approach that achieves a quality comparable to the original EWA splatting at a rate of more than 20M elliptical splats per second. In contrast to previous GPU renderers, our method provides per-pixel Phong shading even for dynamically changing geometries and high-quality anti-aliasing by employing a screen-space pre-filter in addition to the object-space reconstruction filter. The use of deferred shading techniques effectively avoids unnecessary shader computations and additionally provides a clear separation between the rasterization and the shading of elliptical splats, which considerably simplifies the development of custom shaders. We demonstrate quality, efficiency, and flexibility of our approach by showing several shaders on a range of models.

[1]  Elaine Cohen,et al.  A non-photorealistic lighting model for automatic technical illustration , 1998, SIGGRAPH.

[2]  Markus H. Gross,et al.  Shape modeling with point-sampled geometry , 2003, ACM Trans. Graph..

[3]  Renato Pajarola,et al.  Point-based rendering techniques , 2004, Comput. Graph..

[4]  Leif Kobbelt,et al.  A survey of point-based techniques in computer graphics , 2004, Comput. Graph..

[5]  Marc Levoy,et al.  QSplat: a multiresolution point rendering system for large meshes , 2000, SIGGRAPH.

[6]  Mathias Paulin,et al.  Efficient Screen Space Approach for Hardware Accelerated Surfel Rendering , 2003, VMV.

[7]  Marc Alexa,et al.  Point set surfaces , 2001, Proceedings Visualization, 2001. VIS '01..

[8]  Matthias Zwicker,et al.  Surface splatting , 2001, SIGGRAPH.

[9]  Neil Hunt,et al.  The triangle processor and normal vector shader: a VLSI system for high performance graphics , 1988, SIGGRAPH.

[10]  Amitabh Varshney,et al.  Differential Point Rendering , 2001, Rendering Techniques.

[11]  Matthias Zwicker,et al.  Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering , 2002, Comput. Graph. Forum.

[12]  Markus H. Gross,et al.  CSG tree rendering for point-sampled objects , 2004, 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings..

[13]  Leif Kobbelt,et al.  Optimized Sub‐Sampling of Point Sets for Surface Splatting , 2004, Comput. Graph. Forum.

[14]  Renato Pajarola,et al.  Confetti: object-space point blending and splatting , 2004, IEEE Transactions on Visualization and Computer Graphics.

[15]  Matthias Zwicker,et al.  Surfels: surface elements as rendering primitives , 2000, SIGGRAPH.

[16]  Matthias Zwicker,et al.  Perspective Accurate Splatting , 2004, Graphics Interface.

[17]  Klaus Mueller,et al.  Splatting without the blur , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[18]  Leif Kobbelt,et al.  Real‐Time Shape Editing using Radial Basis Functions , 2005, Comput. Graph. Forum.

[19]  Leif Kobbelt,et al.  High-quality point-based rendering on modern GPUs , 2003, 11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings..

[20]  Leif Kobbelt,et al.  Phong Splatting , 2004, PBG.