diff --git a/components/renderers/cpp/include/ftl/cuda/normals.hpp b/components/renderers/cpp/include/ftl/cuda/normals.hpp
index b4d2ced197c383a6d2dc185bf1c8883d6dde356a..b9801743a5e505cf38a7b632127755f248e618c9 100644
--- a/components/renderers/cpp/include/ftl/cuda/normals.hpp
+++ b/components/renderers/cpp/include/ftl/cuda/normals.hpp
@@ -10,7 +10,9 @@ namespace cuda {
 
 void normals(ftl::cuda::TextureObject<float4> &output,
         ftl::cuda::TextureObject<float4> &temp,
-        ftl::cuda::TextureObject<float4> &input, cudaStream_t stream);
+        ftl::cuda::TextureObject<float4> &input,
+        const ftl::rgbd::Camera &camera,
+        const float3x3 &pose, cudaStream_t stream);
 
 void normal_visualise(ftl::cuda::TextureObject<float4> &norm,
         ftl::cuda::TextureObject<uchar4> &output,
diff --git a/components/renderers/cpp/include/ftl/render/splat_params.hpp b/components/renderers/cpp/include/ftl/render/splat_params.hpp
index 5bd7d2edbc0b30863e5ecfe04f2e7bc0ce662f20..0509ee37f0d85163fde2b462ad0871f8a824070b 100644
--- a/components/renderers/cpp/include/ftl/render/splat_params.hpp
+++ b/components/renderers/cpp/include/ftl/render/splat_params.hpp
@@ -9,9 +9,7 @@ namespace ftl {
 namespace render {
 
 static const uint kShowDisconMask = 0x00000001;
-static const uint kNoSplatting = 0x00000002;
-static const uint kNoUpsampling = 0x00000004;
-static const uint kNoTexturing = 0x00000008;
+static const uint kNormalWeightColours = 0x00000002;
 
 struct __align__(16) SplatParams {
 	float4x4 m_viewMatrix;
diff --git a/components/renderers/cpp/src/normals.cu b/components/renderers/cpp/src/normals.cu
index cbbd0e96797ee11fffd43de0df399a03efcf8db8..4d66869316bb3cc4f7f9bd56f889bf92ecc4635c 100644
--- a/components/renderers/cpp/src/normals.cu
+++ b/components/renderers/cpp/src/normals.cu
@@ -34,7 +34,8 @@ __global__ void computeNormals_kernel(ftl::cuda::TextureObject<float4> output,
 template <int RADIUS>
 __global__ void smooth_normals_kernel(ftl::cuda::TextureObject<float4> norms,
         ftl::cuda::TextureObject<float4> output,
-        ftl::cuda::TextureObject<float4> points, float smoothing) {
+        ftl::cuda::TextureObject<float4> points,
+        ftl::rgbd::Camera camera, float3x3 pose, float smoothing) {
     const unsigned int x = blockIdx.x*blockDim.x + threadIdx.x;
     const unsigned int y = blockIdx.y*blockDim.y + threadIdx.y;
 
@@ -63,21 +64,28 @@ __global__ void smooth_normals_kernel(ftl::cuda::TextureObject<float4> norms,
         }
     }
 
-    // FIXME: USE A DIFFERENT OUTPUT BUFFER
-    //__syncthreads();
-    output(x,y) = (contrib > 0.0f) ? make_float4(nsum / contrib, 1.0f) : make_float4(0.0f);
+    // Compute dot product of normal with camera to obtain measure of how
+    // well this point faces the source camera, a measure of confidence
+    float3 ray = pose * camera.screenToCam(x, y, 1.0f);
+    ray = ray / length(ray);
+    nsum /= contrib;
+    nsum /= length(nsum);
+
+    output(x,y) = (contrib > 0.0f) ? make_float4(nsum, dot(nsum, ray)) : make_float4(0.0f);
 }
 
 void ftl::cuda::normals(ftl::cuda::TextureObject<float4> &output,
         ftl::cuda::TextureObject<float4> &temp,
-        ftl::cuda::TextureObject<float4> &input, cudaStream_t stream) {
+        ftl::cuda::TextureObject<float4> &input,
+        const ftl::rgbd::Camera &camera,
+        const float3x3 &pose,cudaStream_t stream) {
 	const dim3 gridSize((input.width() + T_PER_BLOCK - 1)/T_PER_BLOCK, (input.height() + T_PER_BLOCK - 1)/T_PER_BLOCK);
 	const dim3 blockSize(T_PER_BLOCK, T_PER_BLOCK);
 
 	computeNormals_kernel<<<gridSize, blockSize, 0, stream>>>(temp, input);
     cudaSafeCall( cudaGetLastError() );
 
-    smooth_normals_kernel<3><<<gridSize, blockSize, 0, stream>>>(temp, output, input, 0.04f);
+    smooth_normals_kernel<3><<<gridSize, blockSize, 0, stream>>>(temp, output, input, camera, pose, 0.04f);
     cudaSafeCall( cudaGetLastError() );
 
 #ifdef _DEBUG
diff --git a/components/renderers/cpp/src/points.cu b/components/renderers/cpp/src/points.cu
index f73eaa2085e901991f9cc40580a3273864ceda4f..a188adaeffaad12be42762a3e1b529926dee225e 100644
--- a/components/renderers/cpp/src/points.cu
+++ b/components/renderers/cpp/src/points.cu
@@ -12,7 +12,9 @@ __global__ void point_cloud_kernel(ftl::cuda::TextureObject<float4> output, ftl:
 		output(x,y) = make_float4(MINF, MINF, MINF, MINF);
 
 		const float d = depth.tex2D((int)x, (int)y);
-		float p = d;
+
+		// Calculate depth between 0.0 and 1.0
+		float p = (d - params.minDepth) / (params.maxDepth - params.minDepth);
 
 		if (d >= params.minDepth && d <= params.maxDepth) {
 			/* Orts-Escolano S. et al. 2016. Holoportation: Virtual 3D teleportation in real-time. */
diff --git a/components/renderers/cpp/src/splat_render.cpp b/components/renderers/cpp/src/splat_render.cpp
index d993e145856840e7af545de7365e1e77af7f0866..b22b377e158faff8143d49c279955a195ce52dcc 100644
--- a/components/renderers/cpp/src/splat_render.cpp
+++ b/components/renderers/cpp/src/splat_render.cpp
@@ -288,10 +288,8 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out, cuda
 	// Parameters object to pass to CUDA describing the camera
 	SplatParams params;
 	params.m_flags = 0;
-	if (src->value("show_discontinuity_mask", false)) params.m_flags |= ftl::render::kShowDisconMask;
-	//if (src->value("splatting", true) == false) params.m_flags |= ftl::render::kNoSplatting;
-	//if (src->value("upsampling", true) == false) params.m_flags |= ftl::render::kNoUpsampling;
-	//if (src->value("texturing", true) == false) params.m_flags |= ftl::render::kNoTexturing;
+	if (value("show_discontinuity_mask", false)) params.m_flags |= ftl::render::kShowDisconMask;
+	if (value("normal_weight_colours", true)) params.m_flags |= ftl::render::kNormalWeightColours;
 	params.m_viewMatrix = MatrixConversion::toCUDA(src->getPose().cast<float>().inverse());
 	params.m_viewMatrixInverse = MatrixConversion::toCUDA(src->getPose().cast<float>());
 	params.camera = camera;
@@ -328,14 +326,15 @@ bool Splatter::render(ftl::rgbd::VirtualSource *src, ftl::rgbd::Frame &out, cuda
 		}
 
 		if (!f.hasChannel(Channel::Normals)) {
+			Eigen::Matrix4f matrix =  s->getPose().cast<float>();
+			auto pose = MatrixConversion::toCUDA(matrix);
+
 			auto &g = f.get<GpuMat>(Channel::Colour);
 			ftl::cuda::normals(f.createTexture<float4>(Channel::Normals, Format<float4>(g.cols, g.rows)),
 				temp_.getTexture<float4>(Channel::Normals),  // FIXME: Uses assumption of vcam res same as input res
-				f.getTexture<float4>(Channel::Points), stream);
+				f.getTexture<float4>(Channel::Points), s->parameters(), pose.getFloat3x3(), stream);
 
 			if (norm_filter_ > -0.1f) {
-				Eigen::Matrix4f matrix =  s->getPose().cast<float>();
-				auto pose = MatrixConversion::toCUDA(matrix);
 				ftl::cuda::normal_filter(f.getTexture<float4>(Channel::Normals), f.getTexture<float4>(Channel::Points), s->parameters(), pose, norm_filter_, stream);
 			}
 		}
diff --git a/components/renderers/cpp/src/splatter.cu b/components/renderers/cpp/src/splatter.cu
index a4f5d97ff91b62561cfa4fda990c44fc7790c72f..3567d5c07dcdc819b93989992069b3244149855f 100644
--- a/components/renderers/cpp/src/splatter.cu
+++ b/components/renderers/cpp/src/splatter.cu
@@ -184,39 +184,34 @@ __device__ inline float make(const float4 &v) {
 
         const float3 camPos = params.camera.screenToCam((int)(x+u),(int)(y+v),d);
         const float3 camPos2 = params.camera.screenToCam((int)(x),(int)(y),d);
-        //if (length(camPos - camPos2) > 2.0f*(camPos.z/params.camera.fx)) continue;
         const float3 worldPos = params.m_viewMatrixInverse * camPos;
-        //const float3 camPos2 = pose_inv * worldPos;
-        //const uint2 screenPos = camera.camToScreen<uint2>(camPos2);
-
-        //if (screenPos.x < points.width() && screenPos.y < points.height()) {
-            // Can now read points, normals and colours from source cam
-
-            // What is contribution of our current point at this pixel?
-            //const float3 p = make_float3(points.tex2D((int)screenPos.x, (int)screenPos.y));
-            //const float weight = ftl::cuda::spatialWeighting(worldPos, p, (camPos.z/params.camera.fx)); //*(camPos2.z/camera.fx));
-            //if (weight <= 0.0f) continue;
-
-            float3 n = make_float3(normals.tex2D((int)(x+u), (int)(y+v)));
-            const float l = length(n);
-            if (l == 0.0f) continue;
-            n /= l;
-
-            // Does the ray intersect plane of splat?
-            float t = 1000.0f;
-            if (ftl::cuda::intersectPlane(n, worldPos, origin, ray, t)) { //} && fabs(t-camPos.z) < 0.01f) {
-                //t *= (params.m_viewMatrix.getFloat3x3() * ray).z;
-                t *= scale;
-                const float3 camPos3 = params.camera.screenToCam((int)(x),(int)(y),t);
-                const float weight = ftl::cuda::spatialWeighting(camPos, camPos3, 2.0f*(camPos3.z/params.camera.fx)); //*(camPos2.z/camera.fx));
-                if (weight == 0.0f) continue;
-                //depth += t * weight;
-                //contrib += weight;
-                depth = min(depth, t);
-                results[i/WARP_SIZE] = {weight, t, in.tex2D((int)x+u, (int)y+v)}; //make_float2(t, weight);
-                //atomicMin(&depth_out(x,y), (int)(depth * 1000.0f));
-            }
-        //}
+
+
+        // Assumed to be normalised
+        float4 n = normals.tex2D((int)(x+u), (int)(y+v));
+
+        // Does the ray intersect plane of splat?
+        float t = 1000.0f;
+        if (ftl::cuda::intersectPlane(make_float3(n), worldPos, origin, ray, t)) { //} && fabs(t-camPos.z) < 0.01f) {
+            // Adjust from normalised ray back to original meters units
+            t *= scale;
+            const float3 camPos3 = params.camera.screenToCam((int)(x),(int)(y),t);
+            float weight = ftl::cuda::spatialWeighting(camPos, camPos3, 2.0f*(camPos3.z/params.camera.fx));
+
+            /* Buehler C. et al. 2001. Unstructured Lumigraph Rendering. */
+            /* Orts-Escolano S. et al. 2016. Holoportation: Virtual 3D teleportation in real-time. */
+            // This is the simple naive colour weighting. It might be good
+            // enough for our purposes if the alignment step prevents ghosting
+            // TODO: Use depth and perhaps the neighbourhood consistency in:
+            //     Kuster C. et al. 2011. FreeCam: A hybrid camera system for interactive free-viewpoint video
+            if (params.m_flags & ftl::render::kNormalWeightColours) weight *= n.w * n.w;
+            //if (params.m_flags & ftl::render::kDepthWeightColours) weight *= ???
+
+            if (weight <= 0.0f) continue;
+
+            depth = min(depth, t);
+            results[i/WARP_SIZE] = {weight, t, in.tex2D((int)x+u, (int)y+v)};
+        }
     }
 
     depth = warpMin(depth);