“…EWA splatting has been implemented on conventional GPUs either by employing textured quads to approximate the points [RPZ02] or by making use of advanced features of GPUs [ZRB*04, BHZK05, ZP06, GBP06]. Recently, a dedicated hardware architecture for EWA surface splatting has been presented [WHA*07, HSA*08]. Reconstruction methods for rendering point sets [ABCO*01, GG07] have been investigated as well, either through raytracing [AKP*05] or a dynamic upsampling approach which directly splats the generated samples [GGG08].…”