论文标题
实时的软件栅格化20亿点
Software Rasterization of 2 Billion Points in Real Time
论文作者
论文摘要
我们为点云提出了一个软件栅格化管道,该管道能够实时实时(60fps)蛮力渲染多达20亿点。通过批处理点以在将相同渲染通过的点敲击点之前,可以计算出许多批处理级优化的方式来实现对艺术状态的改进。这些优化包括frustum culling,detail deTail渲染,以及直接在计算工作组中直接为给定的一批点选择适当的坐标精度。自适应坐标精度与可见性缓冲液结合使用,将大部分点的加载字节数量降低到4,从而使我们的方法比带宽限制的最新状态更快。此外,对LOD渲染的支持使我们的软件施加方法适合于任意大点云,并满足虚拟现实渲染的性能需求不断提高。
We propose a software rasterization pipeline for point clouds that is capable of brute-force rendering up to two billion points in real time (60fps). Improvements over the state of the art are achieved by batching points in a way that a number of batch-level optimizations can be computed before rasterizing the points within the same rendering pass. These optimizations include frustum culling, level-of-detail rendering, and choosing the appropriate coordinate precision for a given batch of points directly within a compute workgroup. Adaptive coordinate precision, in conjunction with visibility buffers, reduces the number of loaded bytes for the majority of points down to 4, thus making our approach several times faster than the bandwidth-limited state of the art. Furthermore, support for LOD rendering makes our software-rasterization approach suitable for rendering arbitrarily large point clouds, and to meet the increased performance demands of virtual reality rendering.