Proceedings: GI 2004

Perspective accurate splatting

Matthias Zwicker , Jussi Räsänen , Mario Botsch , Carsten Dachsbacher , Mark Pauly

Proceedings of Graphics Interface 2004: London, Ontario, Canada, 17 - 19 May 2004, 247-254

DOI 10.20380/GI2004.30

  • Bibtex

    @inproceedings{Zwicker:2004:10.20380/GI2004.30,
    author = {Zwicker, Matthias and R{\"a}s{\"a}nen, Jussi and Botsch, Mario and Dachsbacher, Carsten and Pauly, Mark},
    title = {Perspective accurate splatting},
    booktitle = {Proceedings of Graphics Interface 2004},
    series = {GI 2004},
    year = {2004},
    issn = {0-89791-213-6},
    isbn = {1-56881-227-2},
    location = {London, Ontario, Canada},
    pages = {247--254},
    numpages = {8},
    doi = {10.20380/GI2004.30},
    publisher = {Canadian Human-Computer Communications Society},
    address = {School of Computer Science, University of Waterloo, Waterloo, Ontario, Canada},
    keywords = {Textures and Materials},
    }

Abstract

We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts such as holes caused by the affine approximation of the perspective projection. Further, our algorithm implements the EWA resampling filter, hence providing high image quality with anisotropic texture filtering. We also present an extension of our rendering primitive that facilitates the display of sharp edges and corners. Finally, we describe an efficient implementation of the entire point rendering pipeline using vertex and fragment programs of current GPUs.