Optimized point splatting based on a fully-balanced hierarchical structure

Hossein Azari, I. Cheng, A. Basu
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引用次数: 1

Abstract

We propose an improved two-layer hierarchical point-based 3D model representation for interactive 3D rendering. A tree structure called multi-section tree is introduced that allows creating a fully-balanced hierarchy with a desired branching factor for any arbitrary number of points. The proximity problem, the challenge of keeping close-by points together in equi-partitioning process, is addressed by applying an initial bottom-up point-grouping process that divides the 3D model surface into small, nearly equal-size groups of neighboring points. Each group is represented by a small multi-section subtree but treated as a single point in the main top-down equi-splitting process. The top-down process creates the main balanced multi-section tree which holds the whole structure together. Results show that our two-step description leads to a very compact quantized representation with enhanced rendering quality.
基于全平衡分层结构的点飞溅优化
我们提出了一种改进的两层分层的基于点的三维模型表示,用于交互式三维渲染。引入了一种称为多节树的树结构,它允许为任意数量的点创建具有所需分支因子的完全平衡的层次结构。接近性问题,即在等分割过程中保持近距离点在一起的挑战,通过应用一个初始的自下而上的点分组过程来解决,该过程将3D模型表面划分为小的,几乎相等大小的相邻点组。每个组由一个小的多节子树表示,但在主要的自顶向下的等分过程中被视为单个点。自上而下的过程创造了主要的平衡多部分树,将整个结构结合在一起。结果表明,我们的两步描述导致了非常紧凑的量化表示,并提高了渲染质量。
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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