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We present a technique for rendering highly complex 3D scenes in real-time by generating uniformly distributed points on the scenes visible surfaces. The technique is applicable to a wide range of scene types, like scenes directly based on complex and detailed CAD data consisting of billions of polygons (in contrast to scenes handcrafted solely for visualization). This allows to visualize such scenes smoothly even in VR on a HMD with good image quality, while maintaining the necessary frame-rates. In contrast to other point based rendering methods, we place points in an approximated blue noise distribution only on visible surfaces and store them in a highly GPU efficient data structure, allowing to progressively refine the number of rendered points to maximize the image quality for a given target frame rate. Our evaluation shows that scenes consisting of a high amount of polygons can be rendered with interactive frame rates with good visual quality on standard hardware.
We present a new sound rendering pipeline that is able to generate plausible sound propagation effects for interactive dynamic scenes. Our approach combines ray-tracing-based sound propagation with reverberation filters using robust automatic reverb
This paper presents a novel technique for progressive online integration of uncalibrated image sequences with substantial geometric and/or photometric discrepancies into a single, geometrically and photometrically consistent image. Our approach can h
We present a technique for rendering point clouds using a neural network. Existing point rendering techniques either use splatting, or first reconstruct a surface mesh that can then be rendered. Both of these techniques require solving for global poi
This paper presents an efficient algorithm for the progressive approximation of Wasserstein barycenters of persistence diagrams, with applications to the visual analysis of ensemble data. Given a set of scalar fields, our approach enables the computa
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like