A Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering
Abstract
We present a point-cloud compression algorithm that allows fast parallel decompression on the GPU for interactive applications. We achieve bitrates of less than four bits per normal-equipped point. Our method enables holefree level-of-detail point rendering. We also show that using only up to two bits per point, high-quality renderings can still be obtained if normals are estimated in image-space. The algorithm is based on vector quantization of an atlas of height-fields that have been sampled over primitive shapes which approximate the geometry.
BibTeX
@inproceedings {10.2312:SPBG:SPBG07:119-128,
booktitle = {Eurographics Symposium on Point-Based Graphics},
editor = {M. Botsch and R. Pajarola and B. Chen and M. Zwicker},
title = {{A Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering}},
author = {Schnabel, Ruwen and Moeser, Sebastian and Klein, Reinhard},
year = {2007},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {978-3-905673-51-7},
DOI = {10.2312/SPBG/SPBG07/119-128}
}
booktitle = {Eurographics Symposium on Point-Based Graphics},
editor = {M. Botsch and R. Pajarola and B. Chen and M. Zwicker},
title = {{A Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering}},
author = {Schnabel, Ruwen and Moeser, Sebastian and Klein, Reinhard},
year = {2007},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {978-3-905673-51-7},
DOI = {10.2312/SPBG/SPBG07/119-128}
}