A Hardware Architecture for Surface Splatting

Weyrich T (2007)


Publication Language: English

Publication Type: Journal article, Original article

Publication year: 2007

Journal

Publisher: ACM

City/Town: New York, NY, USA

Book Volume: 26

Pages Range: 90:1--90:11

Event location: San Diego, California

Journal Issue: 3

DOI: 10.1145/1275808.1276490

Abstract

We present a novel architecture for hardware-accelerated rendering of point primitives. Our pipeline implements a refined version of EWA splatting, a high quality method for antialiased rendering of point sampled representations. A central feature of our design is the seamless integration of the architecture into conventional, OpenGL-like graphics pipelines so as to complement triangle-based rendering. The specific properties of the EWA algorithm required a variety of novel design concepts including a ternary depth test and using an on-chip pipelined heap data structure for making the memory accesses of splat primitives more coherent. In addition, we developed a computationally stable evaluation scheme for perspectively corrected splats. We implemented our architecture both on reconfigurable FPGA boards and as an ASIC prototype, and we integrated it into an OpenGL-like software implementation. Our evaluation comprises a detailed performance analysis using scenes of varying complexity.

Authors with CRIS profile

How to cite

APA:

Weyrich, T. (2007). A Hardware Architecture for Surface Splatting. Acm Transactions on Graphics, 26(3), 90:1--90:11. https://doi.org/10.1145/1275808.1276490

MLA:

Weyrich, Tim. "A Hardware Architecture for Surface Splatting." Acm Transactions on Graphics 26.3 (2007): 90:1--90:11.

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