High quality rendering of complex objects need very small triangles ● Building low level of details is very hard ⇒ A simpler, more efficient rendering primitive than triangles ? ●
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Modern 3D scanning devices acquire huge point clouds (~10 million pts) generating consistent triangle meshes is time consuming and difficult ⇒ A rendering primitive for direct visualization of point clouds ? ●
Pointbased Surface Representation ●
The point cloud describes ●
●
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3D geometry of the surface Surface reflectance properties
Surface Element (Surfel) Normal
Surfel tangent plane
Pointbased Surface Representation ●
No additional information ● ●
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No connectivity No texture maps, no normal maps, ...
Consequently, it's easy to do : ● Multiresolution ● Per pixel lighting ~ per surfel lighting ● Painting ● ...
What about the Rendering ? ●
Rendering ...
= holes filling ⇒ Surfels need to
interpolate the surface between the points
Motivation of this work ●
Propose a very fast surfel rendering ●
Since GPU performance outpaces CPU, we use the capability of recent GPU
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High quality texture filtering
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Limit memory cost and AGP bandwidth
Related Work Isotropic USE Texture filtering Memory Efficiency texture quality cost HW filtering
The most expensive parts of our rendering algorithm are the neighbor queries needed to evaluate the APSS during the projection of the splats onto the surface.
In addition, our approach provides a reliable estimate of the mean curvature ... superior to simple geometric sphere fitting. It allows us to .... (c) First iteration of the projection of the point x onto the APSS. ... ing compactly supported polynom
1. Introduction. Owing to the absence of topological information, point clouds give ..... [1,2] ensures to find all neighbors. In the second ... Light lines represent the neighbor relations. (c) The .... ËΦ2 (c,{pi0 , pi1 }) we first compute the cu
only C0 continuous even though we may intend the mesh to describe a smooth (G1) surface. In order to overcome the continuity problem of polygonal meshes,.
for which the angle between normals ~ni and ~n is greater ... tangent plane reduces the angle between two consecutive ..... GeforceFX 5900 graphic card.
by an oriented disk (a surfel) in object space [2]. .... The paper is organized as follow: after a brief overview of our refinement algorithm in Section 2, we describe ...
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Jan 19, 2009 - CATIA V5 Fundamentals. Prerequisites. Students attending this course should have knowledge of CATIA V5 ...... on the 3D assembly only, not ...
lution between the surfel reconstruction filter and the low pass filter, which is computed on the fly by a GPU vertex program. 3. Normalization. In this last pass, the ...
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