Progressive real-time rendering of unprocessed point clouds

Markus Schütz, M. Wimmer
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引用次数: 2

Abstract

Rendering tens of millions of points in real time usually requires either high-end graphics cards, or the use of spatial acceleration structures. We introduce a method to progressively display as many points as the GPU memory can hold in real time by reprojecting what was visible and randomly adding additional points to uniformly converge towards the full result within a few frames. Our method heavily limits the number of points that have to be rendered each frame and it converges quickly and in a visually pleasing way, which makes it suitable even for notebooks with low-end GPUs. The data structure consists of a randomly shuffled array of points that is incrementally generated on-the-fly while points are being loaded. Due to this, it can be used to directly view point clouds in common sequential formats such as LAS or LAZ while they are being loaded and without the need to generate spatial acceleration structures in advance, as long as the data fits into GPU memory.
渐进式实时渲染未处理的点云
实时渲染数千万个点通常需要高端显卡,或者使用空间加速结构。我们引入了一种方法,通过重新投影可见的内容,并随机添加额外的点,在几帧内均匀地收敛到完整的结果,从而逐步显示GPU内存可以实时容纳的尽可能多的点。我们的方法严格限制了每帧必须渲染的点的数量,并且它以一种视觉上令人愉悦的方式快速收敛,这使得它甚至适用于具有低端gpu的笔记本电脑。数据结构由随机洗牌的点数组组成,这些点是在加载点时动态增量生成的。因此,只要数据适合GPU内存,它可以用于在加载时直接以常见的顺序格式(如LAS或LAZ)查看点云,而无需提前生成空间加速结构。
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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