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A new algorithm for high-speed projection in point rendering applications

Point based rendering techniques have recently become a promising alternative for high quality rendering of complex scenes. In order to handle a high number of points, the current graphics cards structure has to be analyzed for efficient exploitation of the hardware resources available. In this context, the real time perspective projections become a challenge because of the reduced number of dividers available in the graphics cards and their recursive structure. In this paper, we present a point projection algorithm that avoids the division operations. The technique we propose is based on the identification of the candidate pixels on the screen, and the selection of the correct one through simple comparison operations. The simplicity of the algorithm we propose permits the utilization of different projection units operating in parallel. We also present a scheduling that permits the introduction and efficient exploitation of a pipelined system. The algorithm is regular, simple, and characterized by efficient data management so that the processing rate is directly associated with the number of projection units employed. As a result, real time performance for the projection operations, even for critical scenes, can be achieved.