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'''Performance Issue Ideas'''<br />
* Spatially partition point cloud into Bounding volume hierarchy and do bounding volume frustum culling
* Do static rendering
* Render low LOD when rotating point cloud
* Push as much as we can to CPU and GPU
* Use GL_ARB_occlusion_query to cull points which do not contribute to the scene (render BB of octant and count contributing fragments). This can full be used for culling 'backface points'
* Use progressive "mesh" optimization to render objects if they are far from the camera
* Allow user to control LOD
* Stream point cloud, dynamically create and merge bounding volumes
* Pre-create Bounding volume hierarchy