Out-of-core real-time visualization of massive 3D point clouds

R. Richter, J. Döllner
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引用次数: 49

Abstract

This paper presents a point-based rendering approach to visualize massive sets of 3D points in real-time. In many disciplines such as architecture, engineering, and archeology LiDAR technology is used to capture sites and landscapes; the resulting massive 3D point clouds pose challenges for traditional storage, processing, and presentation techniques. The available hardware resources of CPU and GPU are limited, and the 3D point cloud data exceeds available memory size in general. Hence out-of-core strategies are required to overcome the limit of memory. We discuss concepts and implementations of rendering algorithms and interaction techniques that make out-of-core real-time visualization and exploration of massive 3D point clouds feasible. We demonstrate with our implementation real-time visualization of arbitrarily sized 3D point clouds with current PC hardware using a spatial data structure in combination with a point-based rendering algorithm. A rendering front is used to increase the performance taking into account user interaction as well as available hardware resources. Furthermore, we evaluate our approach, describe its characteristics, and report on applications.
大规模三维点云的核外实时可视化
本文提出了一种基于点的绘制方法,用于实时可视化海量的三维点集。在建筑、工程和考古学等许多学科中,激光雷达技术被用来捕捉遗址和景观;由此产生的大量3D点云对传统的存储、处理和表示技术提出了挑战。可用的CPU和GPU硬件资源有限,3D点云数据通常超过可用的内存大小。因此需要外核策略来克服内存的限制。我们讨论了渲染算法和交互技术的概念和实现,这些技术使得核外实时可视化和大规模3D点云的探索变得可行。我们演示了我们的实现实时可视化任意大小的3D点云与当前PC硬件使用空间数据结构结合基于点的渲染算法。在考虑用户交互和可用硬件资源的情况下,渲染前端用于提高性能。此外,我们评估了我们的方法,描述了它的特点,并报告了应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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