English

Rendering Point Clouds with Compute Shaders

Graphics 2019-08-08 v1

Abstract

We propose a compute shader based point cloud rasterizer with up to 10 times higher performance than classic point-based rendering with the GL_POINT primitive. In addition to that, our rasterizer offers 5 byte depth-buffer precision with uniform or customizable distribution, and we show that it is possible to implement a high-quality splatting method that blends together overlapping fragments while still maintaining higher frame-rates than the traditional approach.

Keywords

Cite

@article{arxiv.1908.02681,
  title  = {Rendering Point Clouds with Compute Shaders},
  author = {Markus Schütz and Michael Wimmer},
  journal= {arXiv preprint arXiv:1908.02681},
  year   = {2019}
}
R2 v1 2026-06-23T10:42:11.695Z