A GPGPU-based Pipeline for Accelerated Rendering of Point Clouds
Date issued
2013
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Direct rendering of large point clouds has become common practice in architecture and archaeology in recent years.
Due to the high point density no mesh is reconstructed from the scanned data, but the points can be rendered directly
as primitives of a graphics API like OpenGL. However, these APIs and the hardware, which they are based on,
have been optimized to process triangle meshes. Although current API versions provide lots of control over the
hardware, e.g. by using shaders, some hardware components concerned with rasterization of primitives are still
hidden from the programmer. In this paper we show that it might be beneficial for point primitives to abandon the
standard graphics APIs and directly switch to a GPGPU API like OpenCL.
Description
Subject(s)
vykreslování, bodové mraky, OpenGL, OpenCL
Citation
Journal of WSCG. 2013, vol. 21, no. 2, p. 153-162.