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New for: D3

What and Who

Surface Elements as Rendering Primitives (Point Based Rendering)

Prof. Dr.-Ing. M. Gross
ETH Zürich
Talk
AG 1, AG 2, AG 3, AG 4  
Expert Audience

Date, Time and Location

Friday, 7 April 2000
11:00
-- Not specified --
46.1 - MPII
022
Saarbrücken

Abstract

Surface elements (surfels) are a powerful paradigm to efficiently render
complex geometric objects at interactive frame rates. Unlike classical
surface discretizations, i.e., triangles or quadrilateral meshes,
surfels are point primitives without explicit connectivity. Surfel
attributes comprise depth, texture color, normal, and others. As a
preprocess, an octree-based surfel representation of a geometric object
is computed. During sampling, surfel positions and normals are
optionally perturbed, and different levels of texture colors are
prefiltered and stored per surfel. During rendering, a hierarchical
forward warping algorithm projects surfels to a z-buffer. A novel method
called visibility splatting determines visible surfels and holes in the
z-buffer. Visible surfels are shaded using texture filtering, Phong
illumination, and environment mapping using per-surfel normals. Several
methods of image reconstruction, including supersampling, offer flexible
speed-quality tradeoffs. Due to the simplicity of the operations, the
surfel rendering pipeline is amenable for hardware implementation.
Surfel objects offer complex shape, low rendering cost and high image
quality, which makes them specifically suited for low-cost, real-time
graphics, such as games.

Contact

Dr. Leif Kobbelt
+49.681.9325.408
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