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dc.contributor.authorSchütz, Markusen_US
dc.contributor.authorOhrhallinger, Stefanen_US
dc.contributor.authorWimmer, Michaelen_US
dc.contributor.editorEisemann, Elmar and Jacobson, Alec and Zhang, Fang-Lueen_US
dc.date.accessioned2020-10-29T18:50:15Z
dc.date.available2020-10-29T18:50:15Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14134
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14134
dc.description.abstractWe propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to quickly split the point cloud into small chunks, which are then processed in parallel. Levels of detail are generated by subsampling the full data set bottom up using one of multiple exchangeable sampling strategies.We introduce a fast hierarchical approximate blue-noise strategy and compare it to a uniform random sampling strategy. The throughput, including out-of-core access to disk, generating the octree, and writing the final result to disk, is about an order of magnitude faster than the state of the art, and reaches up to around 6 million points per second for the blue-noise approach and up to around 9 million points per second for the uniform random approach on modern SSDs.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleFast Out-of-Core Octree Generation for Massive Point Cloudsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRendering
dc.description.volume39
dc.description.number7
dc.identifier.doi10.1111/cgf.14134
dc.identifier.pages155-167


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  • 39-Issue 7
    Pacific Graphics 2020 - Symposium Proceedings

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