Difference between revisions of "XB PointStream"
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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. | 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. | ||
− | '''XB PointStream Dev Links''' | + | '''Releases'''<br /> |
+ | [http://matrix.senecac.on.ca/~asalga/XB_PointStream/releases/0.1 0.1]<br /> | ||
+ | |||
+ | |||
+ | '''XB PointStream Dev Links'''<br /> | ||
[http://matrix.senecac.on.ca/~asalga/XB_PointStream/ 3D Gallery]<br /> | [http://matrix.senecac.on.ca/~asalga/XB_PointStream/ 3D Gallery]<br /> | ||
[http://zenit.senecac.on.ca/wiki/index.php/XB_PointStream/specs Specifications]<br /> | [http://zenit.senecac.on.ca/wiki/index.php/XB_PointStream/specs Specifications]<br /> | ||
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[http://twitter.com/XBPointStream Twitter] | [http://twitter.com/XBPointStream Twitter] | ||
− | '''Development Resources''' | + | '''Development Resources'''<br /> |
[http://developer.nvidia.com/object/gpu_gems_home.html GPU Gems]<br /> | [http://developer.nvidia.com/object/gpu_gems_home.html GPU Gems]<br /> | ||
[http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]<br /> | [http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]<br /> |
Revision as of 11:07, 26 June 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.
Releases
0.1
XB PointStream Dev Links
3D Gallery
Specifications
LightHouse
Github
Twitter
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