Journal Article10.1016/J.CAG.2004.08.014
Point-based rendering techniques
Miguel Sainz,Renato Pajarola +1 more
TL;DR: This paper revisit and compare a number of recently developed point-based rendering implementations within a common testbed, based on a common view-dependent level-of-detail (LOD) rendering framework.
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About: This article is published in Computers & Graphics. The article was published on 01 Dec 2004. The article focuses on the topics: Rendering (computer graphics) & Tiled rendering.
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Citations
3D Gaussian Splatting for Real-Time Radiance Field Rendering
TL;DR: In this article , the authors present methods that have been recently revolutionized in the field of bioinformatics, e.g., method-based and method-free methods.
3D Gaussian Splatting for Real-Time Radiance Field Rendering
Bernhard Kerbl,Georgios Kopanas,Thomas Leimkühler,George Drettakis +3 more
TL;DR: 3D Gaussian splatting achieves high-quality novel-view synthesis with real-time rendering at 1080p resolution.
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SynSin: End-to-End View Synthesis From a Single Image
Olivia Wiles,Georgia Gkioxari,Richard Szeliski,Justin Johnson +3 more
- 14 Jun 2020
TL;DR: This work proposes a novel differentiable point cloud renderer that is used to transform a latent 3D point cloud of features into the target view and outperforms baselines and prior work on the Matterport, Replica, and RealEstate10K datasets.
Advances in neural rendering
Ayush Tewari,Ohad Fried,Justus Thies,Vincent Sitzmann,Stephen Lombardi,Zexiang Xu,Tomas Simon,Matthias Nießner,Edgar Tretschk,Lingjie Liu,Ben Mildenhall,Pratul P. Srinivasan,Rohit Pandey,Sergio Orts-Escolano,Sean Fanello,M. Guo,Gordon Wetzstein,Jun-Yan Zhu,Christian Theobalt,Maneesh Agrawala,Dan B. Goldman,Michael Zollhöfer +21 more
- 09 Aug 2021
TL;DR: Loss functions for Neural Rendering Jun-Yan Zhu shows the importance of knowing the number of neurons in the system and how many neurons are firing at the same time.
Advances in Neural Rendering
01 May 2022
TL;DR: In this article , a state-of-the-art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often referred to as neural scene representations.
References
QSplat: a multiresolution point rendering system for large meshes
Szymon Rusinkiewicz,Marc Levoy +1 more
- 01 Jul 2000
TL;DR: This work describes a system for representing and progressively displaying meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points, which is suitable for large data sets.
Surfels: surface elements as rendering primitives
Hanspeter Pfister,Matthias Zwicker,Jeroen van Baar,Markus Gross +3 more
- 01 Jul 2000
TL;DR: A novel method called visibility splatting determines visible surfels and holes in the z-buffer, which makes them specifically suited for low-cost, real-time graphics, such as games.
Efficient simplification of point-sampled surfaces
Mark Pauly,Markus Gross,Leif Kobbelt +2 more
- 27 Oct 2002
TL;DR: This work has implemented incremental and hierarchical clustering, iterative simplification, and particle simulation algorithms to create approximations of point-based models with lower sampling density, and shows how local variation estimation and quadric error metrics can be employed to diminish the approximation error.
Surface splatting
Matthias Zwicker,Hanspeter Pfister,Jeroen van Baar,Markus Gross +3 more
- 01 Aug 2001
TL;DR: A point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter is described.
Estimating surface normals in noisy point cloud data
TL;DR: A method based on local least square fitting for estimating the normals at all sample points of a point cloud data (PCD) set, in the presence of noise is described and analyzed.
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