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dc.contributor.authorSchütz, Markusen_US
dc.contributor.authorMandlburger, Gottfrieden_US
dc.contributor.authorOtepka, Johannesen_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.editorPanozzo, Daniele and Assarsson, Ulfen_US
dc.date.accessioned2020-05-24T12:49:53Z
dc.date.available2020-05-24T12:49:53Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13911
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13911
dc.description.abstractResearch in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest impact on the output. The generation of these structures is slow and time consuming, however, and therefore ill-suited for tasks such as quickly looking at scan data stored in widely used unstructured file formats, or to immediately display the results of point-cloud processing tasks. We propose a progressive method that is capable of rendering any point cloud that fits in GPU memory in real time, without the need to generate hierarchical acceleration structures in advance. Our method supports data sets with a large amount of attributes per point, achieves a load performance of up to 100 million points per second, displays already loaded data in real time while remaining data is still being loaded, and is capable of rendering up to one billion points using an on-the-fly generated shuffled vertex buffer as its data structure, instead of slow-to-generate hierarchical structures. Shuffling is done during loading in order to allow efficiently filling holes with random subsets, which leads to a higher quality convergence behavior.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRasterization
dc.titleProgressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structuresen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersPoint Clouds
dc.description.volume39
dc.description.number2
dc.identifier.doi10.1111/cgf.13911
dc.identifier.pages51-64


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License