An accelerated rendering scheme for massively large point cloud data
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An accelerated rendering scheme for massively large point cloud data Nakhoon Baek1 · Kwan‑Hee Yoo2
© Springer Science+Business Media, LLC, part of Springer Nature 2019
Abstract In the field of large-scale data visualization, the graphics rendering speed is one of the most important factors for its application development. Since the large-scale data visualization usually requires three-dimensional representations, the three-dimensional graphics libraries such as OpenGL and DirectX have been widely used. In this paper, we suggest a new way of accelerated rendering, through directly using the direct rendering manager packets. Current three-dimensional graphics features are focused on the efficiency of general purpose rendering pipelines. In contrast, we concentrated on the speed-up of the special-purpose rendering pipeline, for point cloud rendering. Our result shows that we achieved our purpose effectively. Keywords Large-scale data visualization · Direct rendering manager · Graphics acceleration · Point rendering
1 Introduction In the area of three-dimensional computer graphics, they focused on the both side of speed and simplicity of the visualization techniques. To show much more realistic scenes, they need precise and accurate numerical data on the graphics models. The core of the technique is how to efficiently and rapidly display those data on the screen. In contrast, they also pursue the easy and intuitive way of handling those big size data [16, 22, 29].
* Kwan‑Hee Yoo [email protected]; [email protected]
Nakhoon Baek [email protected]; [email protected]
1
School of Computer Science and Engineering, Kyungpook National University, Daegu 41566, Republic of Korea
2
Department of Computer Science, Chungbuk National University, Cheongju, Chungbuk 28644, Republic of Korea
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N. Baek, K.-H. Yoo
At this time, OpenGL [18, 27, 30, 33] and DirectX [21] are the most widely used Application Programmer’s Interface (API) libraries in the computer graphics field [2, 4]. Though some graphics engines and graphics tools are available, they focus on the efficient application programmer’s interfaces, rather than the execution speed. Therefore, currently, these graphics libraries are regarded as the most efficient rendering ways for the large-scale precise data [22, 29]. In the field of modern computer graphics, the fundamental output units are output primitives. One of the most widely used output primitives is the triangles. Most threedimensional graphics scenes can be represented as a very large number of triangles. Other possible three-dimensional graphics primitives include points, line segments, quadrangles, and others. Thus, modern graphics pipelines are highly tuned for triangles. In contrast, some graphics applications need other primitives. In this paper, we focused on three-dimensional points. The three-dimensional point primitives are finally mapped as two-dimensional pixels on the computer screens. Due to the development of efficient point sampling devices, including laser scanne
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