Rendering Point Clouds with Compute Shaders
arXiv:1908.02681
summary
The paper introduces a GPU compute‑shader based rasterizer for point clouds that achieves up to tenfold speedups over traditional GL_POINT rendering while providing high‑precision depth buffers and a quality splatting technique.
Abstract
We propose a compute shader based point cloud rasterizer with up to 10 times higher performance than classic point-based rendering with the GL_POINT primitive. In addition to that, our rasterizer offers 5 byte depth-buffer precision with uniform or customizable distribution, and we show that it is possible to implement a high-quality splatting method that blends together overlapping fragments while still maintaining higher frame-rates than the traditional approach.
Topics & keywords
#point cloud rendering#compute shaders#rasterization#depth buffer precision#splattingcompute shaderpoint cloud rasterizerGL_POINThigh‑precision depth bufferGPU splatting