We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of the splatting process using homogeneous coordinates. In contrast to previous methods, this leads to perspective correct splat shapes, avoiding artifacts such as holes due to the approximation of the perspective projection. Further, our algorithm implements the EWA resampling filter, hence providing high image quality with anisotropic texture filtering. We also present an extension of our rendering primitive that allows the display of sharp edges and corners. Finally, we describe an efficient implementation of the algorithm based on vertex and fragment programs of current GPUs.