Difference between revisions of "XB PointStream"

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(Parser Interface)
(Parser Interface)
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===Parser Interface===
 
===Parser Interface===
 
<pre>
 
<pre>
/*
+
/*
   @param {String} eventName - can be "onstart", "onparse" or "onfinish"
+
  Add an event listener to the parser. Once the event fires, the
 +
  associated function will be called, which will pass in a reference
 +
  to itself. This way the library knows which parser it is working with.
 +
 
 +
   @param {String} eventName - can be
 +
  "onstart" - must occur exactly once
 +
  "onparse" - must occur one or many times
 +
  "onfinish" - must occur exactly once
 +
  "hook" - ?
  
 
   @param {Function} func - the function to call when the event occurs
 
   @param {Function} func - the function to call when the event occurs

Revision as of 16:33, 23 November 2010

Releases

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.
XBPS 0.1
XBPS 0.2
XBPS 0.3
XBPS 0.4
XBPS 0.4.5 [Only Lib | Full]

XB PointStream Dev Links

3D Image Gallery
Blogs
Specifications
LightHouse
Github
Twitter
YouTube Videos

Development Resources

GPU Gems
GPU Gems 2

WebGL Specification
WebGL Cheat Sheet
OpenGLES 2.0 man pages

Occlusion Culling Algorithms


Parser Interface

/*
  Add an event listener to the parser. Once the event fires, the
  associated function will be called, which will pass in a reference
  to itself. This way the library knows which parser it is working with.

  @param {String} eventName - can be
  "onstart" - must occur exactly once
  "onparse" - must occur one or many times
  "onfinish" - must occur exactly once
  "hook" - ?

  @param {Function} func - the function to call when the event occurs
*/
addEventListener(eventName, func)

/*
  Begins to load the resource

  @param {String} path - Path to resource
*/
load(path)

/*
  Get the version of this parser.
 
  @returns {String} parser version
*/
getVersion()

/*
  Get the number of points which have been parsed.

  @returns {Number} the number of points parsed so far by the parser.
*/
getNumParsedPoints()

/*
  Get the total number of points in the point cloud, including points
  which have not yet been parsed.

  @returns {Number} the total number of points in the resource or -1 if unknown.
*/
getNumTotalPoints()

/*
  Get the progress of the parser, how much it has parsed so far.

  @returns {Number} value from 0 to 1 or -1 if unknown.
*/
getProgress()

/*
  The size of the resource in bytes.

  @returns {Number} the number of bytes in the resource or -1 if unknown.
*/
getFileSize()

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 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