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Surfels: surface elements as rendering primitives
Open accessAbstract
Surface 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.
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Citations
Cited by
3D Gaussian Splatting for Real-Time Radiance Field Rendering
Kerbl, B., Kopanas, G., Leimkuehler, T., & Drettakis, G. (2023) · ACM Transactions on Graphics · doi:10.1145/3592433 · Cited by 6,025
“Seminal work on high-quality point-based rendering addresses these issues by “splatting” point primitives with an extent larger than a pixel, e.g., circular or elliptic discs, ellipsoids, or surfels [Botsch et al. 2005; Pfister et al. 2000; Ren et al. 2002; Zwicker et al. 2001b].”
BackgroundA large-scale hierarchical multi-view RGB-D object dataset
Lai, K., Bo, L., Ren, X., & Fox, D. (2011) · 2011 IEEE International Conference on Robotics and Automation · doi:10.1109/icra.2011.5980382 · Cited by 1,316
RGB-D mapping: Using Kinect-style depth cameras for dense 3D modeling of indoor environments
Henry, P., Krainin, M., Herbst, E., Ren, X., & Fox, D. (2012) · The International Journal of Robotics Research · doi:10.1177/0278364911434148 · Cited by 1,161
Physically Based Deformable Models in Computer Graphics
Nealen, A., Müller, M., Keiser, R., Boxerman, E., & Carlson, M. (2006) · Computer Graphics Forum · doi:10.1111/j.1467-8659.2006.01000.x · Cited by 759
Zwicker, M., Pfister, H., van Baar, J., & Gross, M. (2001) · Proceedings of the 28th annual conference on Computer graphics and interactive techniques · doi:10.1145/383259.383300 · Cited by 666
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Metadata
- Authors
- Pfister, H., Zwicker, M., van Baar, J., & Gross, M.
- Venue
- Proceedings of the 27th annual conference on Computer graphics and interactive techniques - SIGGRAPH '00
- Publisher
- ACM Press
- Published
- 2000
- Pages
- 335-342
- OpenAlex
- W2158037930
- Cited by
- 839
- References
- 0
- FWCI
- 19.03
- Type
- conference paper
- Language
- en
- Open access
- bronze
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- Pfister, H., Zwicker, M., van Baar, J., & Gross, M. (2000). Surfels: surface elements as rendering primitives. Proceedings of the 27th annual conference on Computer graphics and interactive techniques - SIGGRAPH '00. https://doi.org/10.1145/344779.344936
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