A hardware architecture for surface splatting

We present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the arc...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:ACM transactions on graphics 2007-07, Vol.26 (3), p.90
Hauptverfasser: Weyrich, Tim, Heinzle, Simon, Aila, Timo, Fasnacht, Daniel B., Oetiker, Stephan, Botsch, Mario, Flaig, Cyril, Mall, Simon, Rohrer, Kaspar, Felber, Norbert, Kaeslin, Hubert, Gross, Markus
Format: Artikel
Sprache:eng
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung:We present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the architecture into conventional, OpenGL-like graphics pipelines so as to complement triangle-based rendering. The specific properties of the EWA algorithm required a variety of novel design concepts including a ternary depth test and using an on-chip pipelined heap data structure for making the memory accesses of splat primitives more coherent. In addition, we developed a computationally stable evaluation scheme for perspectively corrected splats. We implemented our architecture both on reconfigurable FPGA boards and as an ASIC prototype, and we integrated it into an OpenGL-like software implementation. Our evaluation comprises a detailed performance analysis using scenes of varying complexity.
ISSN:0730-0301
1557-7368
DOI:10.1145/1276377.1276490