Difference between revisions of "XB PointStream"

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A cross-browser JavaScript tool which will emulate Arius3D's PointStream viewer. It will be able to quickly render a large amount of point cloud data to the <canvas> tag using WebGL.
 
A cross-browser JavaScript tool which will emulate Arius3D's PointStream viewer. It will be able to quickly render a large amount of point cloud data to the <canvas> tag using WebGL.
  
'''XB PointStream Dev Links''':<br />
+
'''Releases'''<br />
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[http://matrix.senecac.on.ca/~asalga/XB_PointStream/releases/0.1 0.1]<br />
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 +
 
 +
'''XB PointStream Dev Links'''<br />
 
[http://matrix.senecac.on.ca/~asalga/XB_PointStream/ 3D Gallery]<br />
 
[http://matrix.senecac.on.ca/~asalga/XB_PointStream/ 3D Gallery]<br />
 
[http://zenit.senecac.on.ca/wiki/index.php/XB_PointStream/specs Specifications]<br />
 
[http://zenit.senecac.on.ca/wiki/index.php/XB_PointStream/specs Specifications]<br />
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[http://twitter.com/XBPointStream Twitter]
 
[http://twitter.com/XBPointStream Twitter]
  
'''Development Resources''':<br />
+
'''Development Resources'''<br />
 
[http://developer.nvidia.com/object/gpu_gems_home.html GPU Gems]<br />
 
[http://developer.nvidia.com/object/gpu_gems_home.html GPU Gems]<br />
 
[http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]<br />
 
[http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html GPU Gems 2]<br />

Revision as of 12:07, 26 June 2010

A cross-browser JavaScript tool which will emulate Arius3D's PointStream viewer. It will be able to quickly render a large amount of point cloud data to the <canvas> tag using WebGL.

Releases
0.1


XB PointStream Dev Links
3D Gallery
Specifications
LightHouse
Github
Twitter

Development Resources
GPU Gems
GPU Gems 2

WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages

Occlusion Culling Algorithms

Performance Issue Ideas

  • Spatially partition point cloud into Bounding volume hierarchy and do bounding volume frustum culling
  • Do static rendering
  • Render low LOD when rotating point cloud
  • Push as much as we can to CPU and GPU
  • Use GL_ARB_occlusion_query to cull points which do not contribute to the scene (render BB of octant and count contributing fragments). This can be used for culling 'backface points'
  • Use progressive "mesh" optimization to render objects if they are far from the camera
  • Allow user to control LOD
  • Stream point cloud, dynamically create and merge bounding volumes
  • Pre-create Bounding volume hierarchy