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.
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CITATION STYLE
Schütz, M., & Wimmer, M. (2019). Rendering point clouds with compute shaders. In SIGGRAPH Asia 2019 Posters, SA 2019. Association for Computing Machinery, Inc. https://doi.org/10.1145/3355056.3364554
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