
Real-time Surface Rendering for Huge Point Clouds
PR, DA
Stefan Ohrhallinger, Michael Wimmer
Content:
Description
Scans of archaeological sites generate huge point clouds. Such data do not contain a surface, so rendering just the points has many problems, such as visibility ('see-through' walls), unavailability of physics-based properties for e.g. collision detection, or slow rendering because of too many points. Doing ray-casting instead enables real-time surface construction as approach to solve these problems.Task
Implement k-nearest neighbor search in a given multi-resolution data structure (octree with nested grids) for ray-cast points in order to render their umbrella of triangles as approximate surface.Compare efficiency of knn search and quality of umbrella creation with existing work.