We propose an extension of sequential point trees, a data structure that allows adaptive rendering of point clouds completely on the graphics processor (GPU). Using a sequential level-of-detail selection, we exploited the programmable graphics pipeline for rendering of large data sets. By adding position and radius of parent node to all points in the sequence, hole and overdraw problems of the sequential point trees technique were resolved, and as a result better image quality and rendering performance were achieved.
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- Efficient Point Rendering Method Using Sequential Level-of-Detail
- Springer Berlin Heidelberg