Difference between revisions of "XB PointStream"

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[http://scotland.proximity.on.ca/asalga/releases/0.2.zip XBPS 0.2]<br />
 
[http://scotland.proximity.on.ca/asalga/releases/0.2.zip XBPS 0.2]<br />
 
[http://scotland.proximity.on.ca/asalga/releases/0.3.zip XBPS 0.3]<br />
 
[http://scotland.proximity.on.ca/asalga/releases/0.3.zip XBPS 0.3]<br />
'''[http://scotland.proximity.on.ca/asalga/releases/0.4.zip XBPS 0.4]'''<br />
+
[http://scotland.proximity.on.ca/asalga/releases/0.4.zip XBPS 0.4]<br />
 +
'''[http://scotland.proximity.on.ca/asalga/releases/0.4.5.zip XBPS 0.4.5]'''<br />
  
 
'''XB PointStream Dev Links'''<br />
 
'''XB PointStream Dev Links'''<br />

Revision as of 17:45, 18 August 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
XBPS 0.1
XBPS 0.2
XBPS 0.3
XBPS 0.4
XBPS 0.4.5

XB PointStream Dev Links
3D Gallery
Blogs
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