# Rendering Point Clouds with Compute Shaders

**Authors:** Markus Sch\"utz, Michael Wimmer

arXiv: 1908.02681 · 2019-08-08

## TL;DR

This paper introduces a compute shader-based point cloud rasterizer that significantly improves rendering performance and depth-buffer precision, enabling high-quality splatting with better frame-rates than traditional methods.

## Contribution

It presents a novel compute shader rasterizer for point clouds with enhanced performance, depth precision, and high-quality blending capabilities.

## Key findings

- Up to 10x performance improvement over classic point rendering.
- 5-byte depth-buffer with customizable distribution.
- High-quality splatting maintaining high frame-rates.

## 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.

## Full text

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## Figures

5 figures with captions in the complete paper: https://tomesphere.com/paper/1908.02681/full.md

## References

5 references — full list in the complete paper: https://tomesphere.com/paper/1908.02681/full.md

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Source: https://tomesphere.com/paper/1908.02681