TL;DR
This paper introduces compute shader-based point cloud rendering methods that outperform traditional hardware pipelines, including a novel vertex order optimization that significantly boosts rendering efficiency across platforms.
Contribution
The paper presents new compute-based rendering approaches for point clouds and a vertex order optimization technique that enhances rendering performance and reduces viewpoint sensitivity.
Findings
Achieved rendering of 796 million points at 62-64 fps on RTX 3090.
Developed a high-quality aliasing reduction variant.
Vertex order optimization boosts GL_POINTS efficiency by up to 5x.
Abstract
While commodity GPUs provide a continuously growing range of features and sophisticated methods for accelerating compute jobs, many state-of-the-art solutions for point cloud rendering still rely on the provided point primitives (GL_POINTS, POINTLIST, ...) of graphics APIs for image synthesis. In this paper, we present several compute-based point cloud rendering approaches that outperform the hardware pipeline by up to an order of magnitude and achieve significantly better frame times than previous compute-based methods. Beyond basic closest-point rendering, we also introduce a fast, high-quality variant to reduce aliasing. We present and evaluate several variants of our proposed methods with different flavors of optimization, in order to ensure their applicability and achieve optimal performance on a range of platforms and architectures with varying support for novel GPU hardware…
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