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Explain point based rendering techniques! In what cases are they used? How does real-time rendering work? What are disadvantages?
For very hi-res models, where triangle rendering would lead to multiple triangles mapping to the same pixel, it is more efficient to drop the triangle rendering and just render points.
Gaps between points filled by rendering splats (litte discs).
Possible improvements:
Real-time rendering of blended splat clouds: 2-Pass Rendering
Major disadvantage: For (approximately) correct visibility, point cloud needs to be rendered twice
Gaps between points filled by rendering splats (litte discs).
Possible improvements:
- Oriented Splats: Better approximation of object's silhouette (using normal information, e.g. from least-square plane of local neighborhood)
- Gouraud Splatting: Render blended blobs instead of discs (low-pass filter)
- Phong Splatting: Smoothly blend normal information, then shade in deferred rendering pass based on depth buffer and interpolated normals
Real-time rendering of blended splat clouds: 2-Pass Rendering
- render splat cloud to z-buffer only
- render colored and blended splat cloud again with depth write off and some depth bias
Major disadvantage: For (approximately) correct visibility, point cloud needs to be rendered twice
Karteninfo:
Autor: janisborn
Oberthema: Informatik
Thema: Computergrafik
Schule / Uni: RWTH Aachen
Ort: Aachen
Veröffentlicht: 18.05.2022