Single-Pass High-Quality Splatting

dc.contributor.authorOchotta, Tilodeu
dc.contributor.authorHiller, Stefandeu
dc.contributor.authorSaupe, Dietmar
dc.date.accessioned2011-03-24T16:12:42Zdeu
dc.date.available2011-03-24T16:12:42Zdeu
dc.date.issued2006deu
dc.description.abstractIn 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.eng
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dc.legacy.dateIssued2007deu
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dc.titleSingle-Pass High-Quality Splattingeng
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@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}
}
kops.citation.iso690OCHOTTA, Tilo, Stefan HILLER, Dietmar SAUPE, 2006. Single-Pass High-Quality Splattingdeu
kops.citation.iso690OCHOTTA, Tilo, Stefan HILLER, Dietmar SAUPE, 2006. Single-Pass High-Quality Splattingeng
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