The fundamental drawback of current stereo and multi-view visualization
is the necessity to perform multi pass rendering (one pass for
each view) and subsequent image composition + masking for generating
multiple stereo views. Thus the rendering time increases in
general linearly with the number of views.
In this paper we introduce a new method for multi-view splatting
based on deferred blending. Our method exploits the programmability
of modern graphic processing units (GPUs) for rendering
multiple stereo views in a single rendering pass. The views are
calculated directly on the GPU including sub-pixel wavelength selective
views. We describe our algorithm precisely and provide details
about its implementation. Experimental results demonstrate
the performance advantage of our multi-view point splatting algorithm
compared to the standard multi-pass approach.