GPU based real-time rendering for point-based models

Huang Dong · Microcomputer Information · 2010

In the last years the increasing programmability of GPU lead to lots of point-based rendering could be implemented on GPU,which not only let CPU to be available for other tasks,but also improve the execution speed through GPU.However,since the recent GPU don't support epsilon-z-buffering algorithm,many GPU based rendering algorithms are based on multi-pass rendering to achieve high visual quality.These approaches need to rasterize lots of possibly visualable splats in the first and second pass,and implement lots of computations on these possibly visualable splats in the pixel shader of the second pass.In this paper we present a improved method of multi-pass rendering based on GPU,compared to existing multi-pass method,our approach could acquire the visualable splats after resterize and depth-test these possibly visualable splats in the first pass.Then we just to resterize and perpixel compute these visualable splats,which effectively avoids unnecessary shader computations.

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