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...

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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
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container_issue 3
container_start_page 90
container_title ACM transactions on graphics
container_volume 26
creator 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
description 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.
doi_str_mv 10.1145/1276377.1276490
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title A hardware architecture for surface splatting
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