Rendering Point Clouds with Compute Shaders

Abstract

We propose a compute shader based point cloud rasterizer with up to 10 times higher performance than classic point-based rendering with the GLPOINT primitive. In addition to that, our rasterizer offers 5 byte depth-buffer precision with uniform or customizable distribution, and we show that it is possible to implement a high-quality splatting method that blends together overlapping fragments while still maintaining higher frame-rates than the traditional approach.

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