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Single-pass point rendering and transparent shading


Zhang, Y; Pajarola, R (2006). Single-pass point rendering and transparent shading. In: Eurographics/IEEE VGTC Symposium on Point-Based Graphics, Prague, Czech Republic, 29 July 2006 - 30 July 2006, 37-48.

Abstract

Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple rendering
passes; possibly a performance limiting factor. Two passes over the point geometry have been necessary because
a first visibility-splatting pass has been necessary for conservative e-z-buffer visibility culling in the following
point-interpolation rendering pass. This separation into visibility-splatting and point-blending, hence processing
the point geometry twice, is a fundamental drawback of current GPU-based PBR algorithms. In this paper we introduce
a new framework for GPU accelerated PBR algorithm whose basic idea is deferred blending. In contrast to
prior algorithms, we formulate the smooth point interpolation problem as an image compositing post-processing
task. This is achieved by separating the input point data in a pre-process into not self-overlapping minimal independent
groups of points. As an extension of this concept, we can for the first time render transparent point
surfaces as well on the GPU. For simple transparency effects, our novel algorithm only needs a single geometry
rendering pass. For high-quality transparent image synthesis an extra rendering pass is sufficient. Furthermore,
per-fragment reflective and refractive multilayer effects are supported in our algorithm.

Abstract

Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple rendering
passes; possibly a performance limiting factor. Two passes over the point geometry have been necessary because
a first visibility-splatting pass has been necessary for conservative e-z-buffer visibility culling in the following
point-interpolation rendering pass. This separation into visibility-splatting and point-blending, hence processing
the point geometry twice, is a fundamental drawback of current GPU-based PBR algorithms. In this paper we introduce
a new framework for GPU accelerated PBR algorithm whose basic idea is deferred blending. In contrast to
prior algorithms, we formulate the smooth point interpolation problem as an image compositing post-processing
task. This is achieved by separating the input point data in a pre-process into not self-overlapping minimal independent
groups of points. As an extension of this concept, we can for the first time render transparent point
surfaces as well on the GPU. For simple transparency effects, our novel algorithm only needs a single geometry
rendering pass. For high-quality transparent image synthesis an extra rendering pass is sufficient. Furthermore,
per-fragment reflective and refractive multilayer effects are supported in our algorithm.

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Additional indexing

Item Type:Conference or Workshop Item (Paper), refereed, original work
Communities & Collections:03 Faculty of Economics > Department of Informatics
Dewey Decimal Classification:000 Computer science, knowledge & systems
Event End Date:30 July 2006
Deposited On:24 Mar 2011 14:45
Last Modified:07 Dec 2017 08:08

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