Difference between revisions of "XB PointStream"
Line 16: | Line 16: | ||
'''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 | + | * 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.
Development Resources:
GPU Gems
GPU Gems 2
WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages
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