Interactive Silhouette Rendering for Point-Based Models

Hui Xu, Minh X. Nguyen, Xiaoru Yuan, Baoquan Chen
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引用次数: 27

Abstract

We present a new method for rendering silhouettes of point-based models. Due to the lack of connectivity information, most existing polygon-based silhouette generation algorithms cannot be applied to point-based models. Our method not only bypasses this connectivity requirement, but also accommodates point-based models with sparse non-uniform sampling and inaccurate/no normal information. Like conventional point-based rendering, we render a model in two passes. The points are rendered as enlarged opaque disks in the first pass to obtain a visibility mask, while being rendered as regular size splats/disks in the second pass. In this way, edges are automatically depicted at depth discontinuities, usually at the silhouette boundaries. The silhouette color is the disk color used in the first pass rendering. The silhouette thickness can be controlled by changing the disk size difference between two passes. We demonstrate our method on different types of point-based models from various sources. The simplicity of our method allows it to be easily integrated with other rendering techniques to cater to many applications. Our method is capable of rendering large scenes of millions of points at interactive rates using modern graphics hardware.
基于点的模型的交互式剪影渲染
提出了一种新的基于点的模型轮廓绘制方法。由于缺乏连通性信息,现有的大多数基于多边形的轮廓生成算法无法应用于基于点的模型。我们的方法不仅绕过了这种连通性要求,而且还适应了稀疏非均匀采样和不准确/无正常信息的基于点的模型。像传统的基于点的渲染一样,我们在两个通道中渲染一个模型。在第一个通道中,这些点被渲染为放大的不透明磁盘,以获得一个可见性蒙版,而在第二个通道中,这些点被渲染为常规大小的碎片/磁盘。用这种方法,边缘被自动描绘在深度不连续处,通常在轮廓边界处。轮廓颜色是在第一次渲染中使用的磁盘颜色。轮廓厚度可以通过改变两个通道之间的磁盘大小差异来控制。我们在不同来源的不同类型的基于点的模型上演示了我们的方法。我们方法的简单性使得它可以很容易地与其他渲染技术集成,以满足许多应用程序的需要。我们的方法能够使用现代图形硬件以交互速率渲染数百万点的大型场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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