Single-Pass High-Quality Splatting
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2006
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In this paper, we introduce a novel real-time splat rendering pipeline that relies on components of state-of-the-art splat and mesh rendering methods to enable high-quality shader effects such as reflection and refraction for splats. Our pipeline consists of one single rendering pass and aggressively utilizes the most practical components of both techniques. The entire pipeline is compactly implemented in the vertex and fragment stage on current GPUs. Our renderer simplifies current splatting techniques, accelerates rendering, and, moreover, achieves excellent visual quality.
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OCHOTTA, Tilo, Stefan HILLER, Dietmar SAUPE, 2006. Single-Pass High-Quality SplattingBibTex
@techreport{Ochotta2006Singl-6434, year={2006}, series={Konstanzer Schriften in Mathematik und Informatik}, title={Single-Pass High-Quality Splatting}, number={219}, author={Ochotta, Tilo and Hiller, Stefan and Saupe, Dietmar} }
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