Multi-view point splatting
Thomas Hübner, Yanci Zhang, Renato Pajarola · 2006
The fundamental drawback of current stereo and multi-view visualization is the necessity to perform multi pass rendering (one pass for each view) and subsequent image composition + masking for generating multiple stereo views. Thus the rendering time increases in general linearly with the number of views.In this paper we introduce a new method for multi-view splatting based on deferred blending. Our method exploits the programma-bility of modern graphic processing units (GPUs) for rendering multiple stereo views in a single rendering pass. The views are calculated directly on the GPU including sub-pixel wavelength selective views. We describe our algorithm precisely and provide details about its implementation. Experimental results demonstrate the performance advantage of our multi-view point splatting algorithm compared to the standard multi-pass approach.