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dc.contributor.authorPfister, Hanspeter
dc.contributor.authorZwicker, Matthias
dc.contributor.authorvan Baar, Jeroen
dc.contributor.authorGross, Markus
dc.date.accessioned2010-05-26T16:53:40Z
dc.date.issued2000
dc.identifier.citationPfister, Hanspeter, Matthias Zwicker, Jeroen van Baar, and Markus Gross. 2000. Surfels: Surface elements as rendering primitives. In Proceedings of the 27th annual conference on Computer graphics and interactive techniques: July 23-28, 2000, New Orleans, Louisiana, ed. K. Akeley, 335-342. New York, N.Y.: Association for Computing Machinery.en_US
dc.identifier.isbn1-58113-208-5en_US
dc.identifier.urihttp://nrs.harvard.edu/urn-3:HUL.InstRepos:4138746
dc.description.abstractSurface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an octree-based surfel representation of a geometric object is computed. During sampling, surfel positions and normals are optionally perturbed, and different levels of texture colors are prefiltered and stored per surfel. During rendering, a hierarchical forward warping algorithm projects surfels to a z-buffer. A novel method called visibility splatting determines visible surfels and holes in the z-buffer. Visible surfels are shaded using texture filtering, Phong illumination, and environment mapping using per-surfel normals. Several methods of image reconstruction, including supersampling, offer flexible speed-quality tradeoffs. Due to the simplicity of the operations, the surfel rendering pipeline is amenable for hardware implementation. Surfel objects offer complex shape, low rendering cost and high image quality, which makes them specifically suited for low-cost, real-time graphics, such as games.en_US
dc.description.sponsorshipEngineering and Applied Sciencesen_US
dc.language.isoen_USen_US
dc.publisherAssociation for Computing Machineryen_US
dc.relation.isversionofdoi:10.1145/344779.344936en_US
dc.relation.hasversionhttp://gvi.seas.harvard.edu/sites/all/files/SIG2000_0.pdfen_US
dash.licenseLAA
dc.subjectrendering systemsen_US
dc.subjecttexture mappingen_US
dc.titleSurfels: Surface Elements as Rendering Primitivesen_US
dc.typeConference Paperen_US
dc.description.versionAccepted Manuscripten_US
dash.depositing.authorPfister, Hanspeter
dc.date.available2010-05-26T16:53:40Z
dc.identifier.doi10.1145/344779.344936*
dash.contributor.affiliatedPfister, Hanspeter


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