Difference between revisions of "XB PointStream"
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===Parser Interface=== | ===Parser Interface=== | ||
<pre> | <pre> | ||
− | /* | + | /* |
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@param {String} eventName | @param {String} eventName | ||
− | @param {Function} func | + | can be "onstart", "onparse" or "onfinish" |
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+ | @param {Function} func - the function to call when the event occurs | ||
*/ | */ | ||
addEventListener(eventName, func) | addEventListener(eventName, func) | ||
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/* | /* | ||
+ | @returns {Number} the number of points parsed so far by the parser | ||
*/ | */ | ||
getNumParsedPoints() | getNumParsedPoints() | ||
/* | /* | ||
+ | @returns {Number} the total number of points in the resource or -1 if unknown | ||
*/ | */ | ||
getNumTotalPoints() | getNumTotalPoints() | ||
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/* | /* | ||
+ | @returns {Number} the number of bytes of the resource | ||
*/ | */ | ||
getFileSize() | getFileSize() |
Revision as of 15:24, 23 November 2010
Contents
Releases
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.
XBPS 0.1
XBPS 0.2
XBPS 0.3
XBPS 0.4
XBPS 0.4.5 [Only Lib | Full]
XB PointStream Dev Links
3D Image Gallery
Blogs
Specifications
LightHouse
Github
Twitter
YouTube Videos
Development Resources
WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages
Parser Interface
/* @param {String} eventName can be "onstart", "onparse" or "onfinish" @param {Function} func - the function to call when the event occurs */ addEventListener(eventName, func) /* @param {String} Path to resource */ load(path) /* Returns the version of this parser @returns {String} parser version */ getVersion() /* @returns {Number} the number of points parsed so far by the parser */ getNumParsedPoints() /* @returns {Number} the total number of points in the resource or -1 if unknown */ getNumTotalPoints() /* @returns {Number} value from 0 to 1 */ getProgress() /* @returns {Number} the number of bytes of the resource */ getFileSize()
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 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