{"external_id":{"arxiv":["1904.08225"]},"citation":{"chicago":"Brandt, Sascha, Claudius Jähn, Matthias Fischer, and Friedhelm Meyer auf der Heide. “Rendering of Complex Heterogenous Scenes Using Progressive Blue Surfels.” ArXiv:1904.08225, 2019.","short":"S. Brandt, C. Jähn, M. Fischer, F. Meyer auf der Heide, ArXiv:1904.08225 (2019).","ama":"Brandt S, Jähn C, Fischer M, Meyer auf der Heide F. Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels. arXiv:190408225. 2019.","mla":"Brandt, Sascha, et al. “Rendering of Complex Heterogenous Scenes Using Progressive Blue Surfels.” ArXiv:1904.08225, 2019.","apa":"Brandt, S., Jähn, C., Fischer, M., & Meyer auf der Heide, F. (2019). Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels. ArXiv:1904.08225.","bibtex":"@article{Brandt_Jähn_Fischer_Meyer auf der Heide_2019, title={Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels}, journal={arXiv:1904.08225}, author={Brandt, Sascha and Jähn, Claudius and Fischer, Matthias and Meyer auf der Heide, Friedhelm}, year={2019} }","ieee":"S. Brandt, C. Jähn, M. Fischer, and F. Meyer auf der Heide, “Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels,” arXiv:1904.08225. 2019."},"main_file_link":[{"open_access":"1"}],"date_updated":"2022-01-06T06:52:49Z","abstract":[{"lang":"eng","text":"We present a technique for rendering highly complex 3D scenes in real-time by\r\ngenerating uniformly distributed points on the scene's visible surfaces. The\r\ntechnique is applicable to a wide range of scene types, like scenes directly\r\nbased on complex and detailed CAD data consisting of billions of polygons (in\r\ncontrast to scenes handcrafted solely for visualization). This allows to\r\nvisualize such scenes smoothly even in VR on a HMD with good image quality,\r\nwhile maintaining the necessary frame-rates. In contrast to other point based\r\nrendering methods, we place points in an approximated blue noise distribution\r\nonly on visible surfaces and store them in a highly GPU efficient data\r\nstructure, allowing to progressively refine the number of rendered points to\r\nmaximize the image quality for a given target frame rate. Our evaluation shows\r\nthat scenes consisting of a high amount of polygons can be rendered with\r\ninteractive frame rates with good visual quality on standard hardware."}],"date_created":"2020-03-24T08:59:44Z","status":"public","type":"preprint","oa":"1","department":[{"_id":"63"}],"user_id":"15415","publication":"arXiv:1904.08225","language":[{"iso":"eng"}],"_id":"16341","title":"Rendering of Complex Heterogenous Scenes using Progressive Blue Surfels","year":"2019","author":[{"last_name":"Brandt","full_name":"Brandt, Sascha","orcid":"0000-0003-3546-203X","id":"11648","first_name":"Sascha"},{"first_name":"Claudius","last_name":"Jähn","full_name":"Jähn, Claudius"},{"full_name":"Fischer, Matthias","last_name":"Fischer","id":"146","first_name":"Matthias"},{"id":"15523","first_name":"Friedhelm","full_name":"Meyer auf der Heide, Friedhelm","last_name":"Meyer auf der Heide"}]}