Difference between revisions of "XB PointStream"

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

Revision as of 13:38, 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.

LightHouse
Github
Twitter

Development Resources:
GPU Gems
GPU Gems 2

WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages

Occlusion Culling Algorithms

Performance Issue Ideas

  • 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 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