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computer graphics

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