Real-Time Continuous Level of Detail Rendering of Point Clouds

Markus Schütz, Katharina Krösl, M. Wimmer
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引用次数: 31

Abstract

Real-time rendering of large point clouds requires acceleration structures that reduce the number of points drawn on screen. State-of-the art algorithms group and render points in hierarchically organized chunks with varying extent and density, which results in sudden changes of density from one level of detail to another, as well as noticeable popping artifacts when additional chunks are blended in or out. These popping artifacts are especially noticeable at lower levels of detail, and consequently in virtual reality, where high performance requirements impose a reduction in detail. We propose a continuous level-of-detail method that exhibits gradual rather than sudden changes in density. Our method continuously recreates a down-sampled vertex buffer from the full point cloud, based on camera orientation, position, and distance to the camera, in a point-wise rather than chunk-wise fashion and at speeds up to 17 million points per millisecond. As a result, additional details are blended in or out in a less noticeable and significantly less irritating manner as compared to the state of the art. The improved acceptance of our method was successfully evaluated in a user study.
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点云的实时连续细节渲染
大点云的实时渲染需要加速结构,以减少在屏幕上绘制的点的数量。最先进的算法在不同程度和密度的分层组织块中分组和渲染点,这导致密度从一个细节级别到另一个细节级别的突然变化,以及当额外的块混合或退出时明显的弹出工件。这些弹出的工件在较低的细节层次上尤其明显,因此在虚拟现实中,高性能要求会减少细节。我们提出了一种连续的细节级方法,该方法显示密度的逐渐变化而不是突然变化。我们的方法基于相机的方向、位置和与相机的距离,以逐点而不是逐块的方式,以每毫秒1700万个点的速度,从整个点云中不断地重建一个向下采样的顶点缓冲。因此,与本技术的状态相比,额外的细节以较不明显和显着较少刺激的方式混合进来或出来。在用户研究中成功地评估了我们方法的改进接受度。
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