OMiCroN – Oblique Multipass Hierarchy Creation while Navigating

06/23/2020
by   Vinicius da Silva, et al.
0

Rendering large point clouds ordinarily requires building a hierarchical data structure for accessing the points that best represent the object for a given viewing frustum and level-of-detail. The building of such data structures frequently represents a large portion of the cost of the rendering pipeline both in terms of time and space complexity, especially when rendering is done for inspection purposes only. This problem has been addressed in the past by incremental construction approaches, but these either result in low quality hierarchies or in longer construction times. In this work we present OMiCroN – Oblique Multipass Hierarchy Creation while Navigating – which is the first algorithm capable of immediately displaying partial renders of the geometry, provided the cloud is made available sorted in Morton order. OMiCroN is fast, being capable of building the entire data structure in memory spending an amount of time that is comparable to that of just reading the cloud from disk. Thus, there is no need for storing an expensive hierarchy, nor for delaying the rendering until the whole hierarchy is read from disk. In fact, a pipeline coupling OMiCroN with an incremental sorting algorithm running in parallel can start rendering as soon as the first sorted prefix is produced, making this setup very convenient for streamed viewing.

READ FULL TEXT

page 4

page 9

page 10

research
04/12/2022

Nanomatrix: Scalable Construction of Crowded Biological Environments

We present a novel method for interactive construction and rendering of ...
research
12/20/2019

Comparing Hierarchical Data Structures for Sparse Volume Rendering with Empty Space Skipping

Empty space skipping can be efficiently implemented with hierarchical da...
research
04/15/2021

Rendering Point Clouds with Compute Shaders and Vertex Order Optimization

While commodity GPUs provide a continuously growing range of features an...
research
04/04/2022

Software Rasterization of 2 Billion Points in Real Time

We propose a software rasterization pipeline for point clouds that is ca...
research
02/28/2023

GPU-Accelerated LOD Generation for Point Clouds

About: We introduce a GPU-accelerated LOD construction process that crea...
research
08/07/2019

Rendering Point Clouds with Compute Shaders

We propose a compute shader based point cloud rasterizer with up to 10 t...

Please sign up or login with your details

Forgot password? Click here to reset