Textured Splat-based Point Clouds for Rendering in Handheld Devices (bibtex)
by Sergio García, Rafael Pagés, Daniel Berjón, Francisco Morán
Abstract:
We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.
Reference:
Sergio García, Rafael Pagés, Daniel Berjón, Francisco Morán, "Textured Splat-based Point Clouds for Rendering in Handheld Devices", In Proceedings of the 20th International Conference on 3D Web Technology, ACM, New York, NY, USA, pp. 227-230, 2015.
Bibtex Entry:
@inproceedings{2015-06-Web3DGarcia:2015:TSP:2775292.2782779,
 author = {Garc\'{\i}a, Sergio and Pag{\'e}s, Rafael and Berj\'{o}n, Daniel and Mor\'{a}n, Francisco},
 title = {Textured Splat-based Point Clouds for Rendering in Handheld Devices},
 booktitle = {Proceedings of the 20th International Conference on 3D Web Technology},
 series = {Web3D '15},
 year = {2015},
month=jun,
 isbn = {978-1-4503-3647-5},
 location = {Heraklion, Crete, Greece},
 pages = {227--230},
 numpages = {4},
 url = {http://doi.acm.org/10.1145/2775292.2782779},
 doi = {10.1145/2775292.2782779},
 acmid = {2782779},
 publisher = {ACM},
 address = {New York, NY, USA},
 keywords = {3D point cloud, OpenGL ES, mobile devices, simplification, splatting, texturing},
abstract = {We propose a novel technique for modeling and rendering a 3D point cloud obtained from a set of photographs of a real 3D scene as a set of textured elliptical splats. We first obtain the base splat model by calculating, for each point of the cloud, an ellipse approximating locally the underlying surface. We then refine the base model by removing redundant splats to minimize overlaps, and merging splats covering flat regions of the point cloud into larger ellipses. We later apply a multi-texturing process to generate a single texture atlas from the set of photographs, by blending information from multiple cameras for every splat. Finally, we render this multi-textured, splat-based 3D model with an efficient implementation of OpenGL ES 2.0 vertex and fragment shaders which guarantees its fluid display on handheld devices.}
}