High Performance Point Cloud Rendering #7366
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Hi, What is the most performant way to render large point clouds (100,000+ points)? I've had success by storing the points in Is this possible with this approach? If not, what would it require? Thanks! |
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Replies: 2 comments 6 replies
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I'm not sure about most performant. |
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If you want really performant point clouds you could write a compute rasterizer and output to a texture. Theres some linked papers in this repo https://github.com/m-schuetz/compute_rasterizer |
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I'm not sure about most performant.
But I think you'll be able to achieve this by using a storage buffer written on the CPU and copied and bound in the GPU.
If there is 1 color per point and 1 vertex per point you should be able to use the vertex index directly to read the correct color in the shader.