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Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics (2005)
Stony Brook, NY, USA
June 20, 2005 to June 21, 2005
ISSN: 1511-7813
ISBN: 3-905673-20-7
pp: 25-142
J. Wu , Comput. Graphics Group, RWTH Aachen Tech. Univ., Germany
Z. Zhang , Comput. Graphics Group, RWTH Aachen Tech. Univ., Germany
L. Kobbelt , Comput. Graphics Group, RWTH Aachen Tech. Univ., Germany
ABSTRACT
Surface splatting enables high quality and efficient rendering algorithms for dense point-sampled datasets. However, with increasing data complexity, the need for multiresolution models becomes evident. For triangle meshes, progressive or continuous level of detail hierarchies have proven to be very effective when it comes to (locally) adapt the resolution level of the 3D model to the application-dependent quality requirements. In this paper we transfer this concept to splat-based geometry representations. Our progressive splat decimation procedure uses the standard greedy approach but unlike previous work, it uses the full splat geometry in the decimation criteria and error estimates, not just the splat centers. With two improved error metrics, this new greedy framework offers better approximation quality than other progressive splat decimators. It comes even close to the recently proposed globally optimized single-resolution sub-sampling techniques while being faster by a factor of 3.
INDEX TERMS
single-resolution sub-sampling technique, surface splatting, rendering algorithm, dense point-sampled dataset, data complexity, multiresolution model, triangle mesh, 3D model, application-dependent quality requirement, splat-based geometry representation, greedy approach, error estimates, progressive splat decimator
CITATION
J. Wu, Z. Zhang, L. Kobbelt, "Progressive splatting", Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, vol. 00, no. , pp. 25-142, 2005, doi:10.1109/PBG.2005.194060
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