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		<citationkey>MachadoeSilvaEspeOliv:2012:EfHPRe</citationkey>
		<title>Efficient HPR-based Rendering of Point Clouds</title>
		<format>DVD, On-line.</format>
		<year>2012</year>
		<numberoffiles>1</numberoffiles>
		<size>3672 KiB</size>
		<author>Machado e Silva, Renan,</author>
		<author>Esperanša, Claudio,</author>
		<author>Oliveira, Antonio,</author>
		<affiliation>COPPE/UFRJ</affiliation>
		<affiliation>COPPE/UFRJ</affiliation>
		<affiliation>COPPE/UFRJ</affiliation>
		<editor>Freitas, Carla Maria Dal Sasso,</editor>
		<editor>Sarkar, Sudeep,</editor>
		<editor>Scopigno, Roberto,</editor>
		<editor>Silva, Luciano,</editor>
		<e-mailaddress>renangms@gmail.com</e-mailaddress>
		<conferencename>Conference on Graphics, Patterns and Images, 25 (SIBGRAPI)</conferencename>
		<conferencelocation>Ouro Preto</conferencelocation>
		<date>Aug. 22-25, 2012</date>
		<booktitle>Proceedings</booktitle>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<contenttype>External Contribution</contenttype>
		<keywords>point cloud visibility, point based rendering, surface reconstruction.</keywords>
		<abstract>Recently, Katz et al. have shown how visibility information for a point cloud may be estimated by the so-called HPR operator. In a nutshell, the operator consists of a simple transformation of the cloud followed by a convex hull computation. Since convex hulls take $O(n \log n)$ time to compute in the worst case, this method has been considered impractical for real-time rendering of medium to large point clouds. In this paper, we describe a GPU implementation of an approximate convex-hull algorithm that runs in $O(n+k)$ time, where $k$ is a parameter of the method. Experiments show that the method is suitable for real-time rendering and partial reconstruction of point clouds with millions of points.</abstract>
		<language>en</language>
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