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Moving least squares (MLS) is a very attractive tool to design effective meshless surface representations. However, as long as approximations are performed in a least square sense, the resulting definitions remain sensitive to outliers, and smooth-out small or sharp features. In this paper, we address these major issues, and present a novel point based(More)
Algebraic Point Set Surfaces (APSS) define a smooth surface from a set of points using local moving least-squares (MLS) fitting of algebraic spheres. In this paper we first revisit the spherical fitting problem and provide a new, more generic solution that includes intuitive parameters for curvature control of the fitted spheres. As a second contribution we(More)
We present a new real-time soft shadow algorithm using a single shadow map per light source. Therefore, our algorithm is well suited to render both complex and dynamic scenes, and it handles all rasterizable geometries. The key idea of our method is to use the shadow map as a simple and uniform discretized represention of the scene, thus allowing us to(More)
In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient implementation on current GPU and the design of fast dedicated rasterization units taking advantages of incremental calculations. Next, we(More)
Figure 1: A complex scene rendered with soft shadows in a 768 × 768 image. From left to right: ground truth (1024 light samples), our previous method [GBP06] and our new algorithm at 24 fps (hard shadow mapping is performed at 41 fps). Abstract The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on(More)
Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are not suitable for large magnification, especially when the object is under-sampled. This paper improves the rendering quality of pure splatting techniques using a fast dynamic up-sampling algorithm(More)
At present, the best way to render textured point-sampled 3D objects is doubtless the use of elliptical weighted average (EWA) surface splatting. This technique provides a high quality rendering of complex point models with anisotropic texture filtering. In this paper we present a new multi-pass approach to perform EWA surface splatting on modern PC(More)
The point set is a flexible surface representation suitable for both geometry processing and real-time rendering. In most applications, the control of the point cloud density is crucial and being able to refine a set of points appears to be essential. In this paper, we present a new interpolatory refinement framework for point-based geometry. First we(More)