Difference between revisions of "XB PointStream"
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[http://www.gamasutra.com/view/feature/3394/occlusion_culling_algorithms.php Occlusion Culling Algorithms]<br /> | [http://www.gamasutra.com/view/feature/3394/occlusion_culling_algorithms.php Occlusion Culling Algorithms]<br /> | ||
+ | |||
+ | '''Performance Issue Ideas'''<br /> | ||
+ | * Spatially partition point cloud 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 and count contributing fragments). This can full 'backface points' | ||
+ | * Use progressive "mesh" optimization to render objects if they are far from the camera | ||
+ | * Allow user to control LOD |
Revision as of 13:33, 30 May 2010
A cross-browser JavaScript tool which will emulate Arius3D's PointStream viewer. It will be able to quickly render a large amount of point cloud data to the <canvas> tag using WebGL.
Development Resources:
GPU Gems
GPU Gems 2
WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages
Performance Issue Ideas
- Spatially partition point cloud 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 and count contributing fragments). This can full 'backface points'
- Use progressive "mesh" optimization to render objects if they are far from the camera
- Allow user to control LOD