Software Rasterization of 2 Billion Points in Real Time

IF 1.4 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Markus Schütz, B. Kerbl, M. Wimmer
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引用次数: 15

Abstract

The accelerated collection of detailed real-world 3D data in the form of ever-larger point clouds is sparking a demand for novel visualization techniques that are capable of rendering billions of point primitives in real-time. We propose a software rasterization pipeline for point clouds that is capable of rendering up to two billion points in real-time (60 FPS) on commodity hardware. Improvements over the state of the art are achieved by batching points, enabling a number of batch-level optimizations before rasterizing them within the same rendering pass. These optimizations include frustum culling, level-of-detail (LOD) rendering, and choosing the appropriate coordinate precision for a given batch of points directly within a compute workgroup. Adaptive coordinate precision, in conjunction with visibility buffers, reduces the required data for the majority of points to just four bytes, making our approach several times faster than the bandwidth-limited state of the art. Furthermore, support for LOD rendering makes our software rasterization approach suitable for rendering arbitrarily large point clouds, and to meet the elevated performance demands of virtual reality applications.
20亿个实时点的软件栅格化
以越来越大的点云的形式加速收集详细的现实世界3D数据,引发了对能够实时渲染数十亿个点原语的新型可视化技术的需求。我们提出了一个点云的软件光栅化管道,能够在商用硬件上实时渲染多达20亿个点(60 FPS)。对现有技术的改进是通过批处理点来实现的,在同一渲染通道内对它们进行栅格化之前,可以进行许多批处理级优化。这些优化包括截锥体剔除、细节级别(LOD)呈现,以及直接在计算工作组中为给定的一批点选择适当的坐标精度。自适应坐标精度与可见性缓冲区相结合,将大多数点所需的数据减少到只有四个字节,使我们的方法比带宽有限的技术快几倍。此外,对LOD渲染的支持使得我们的软件栅格化方法适合于渲染任意大的点云,并满足虚拟现实应用对性能的更高要求。
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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来源期刊
CiteScore
2.90
自引率
0.00%
发文量
0
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