Miguel SaínzRenato PajarolaRoberto Lario
The increasing popularity of points as rendering primitives has led to a variety of different rendering algorithms, and in particular the different implementations compare like apples to oranges. In this paper we revisit a number of recently developed point-based rendering implementations. We briefly summarize a few proposed hierarchical multiresolution point data structures and their advantages. Based on a common multiresolution framework we then describe and examine different hardware accelerated point rendering algorithms. Experimental results are given with respect to performance timing and rendering quality for the different approaches.
Michael WimmerClaus Scheiblauer
Yueping FengHuixiang ZhongYunjie Pang