Rendering Large Point Clouds in Unity

Simon Maximilian Fraiss
Rendering Large Point Clouds in Unity

Information

Abstract

In this thesis, a point-cloud renderer was developed in the game engine Unity. The focus lies especially on very big point clouds with several millions or billions of points, which cannot be loaded completely into memory. Special data structures and algorithms are needed to load and render continuously only the parts of the point-cloud that are relevant for the current camera position. The result is an efficient rendering system with variable settings and various rendering methods. The project is available on GitHub.

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BibTeX

@bachelorsthesis{FRAISS-2017-PCU,
  title =      "Rendering Large Point Clouds in Unity",
  author =     "Simon Maximilian  Fraiss",
  year =       "2017",
  abstract =   "In this thesis, a point-cloud renderer was developed in the
               game engine Unity. The focus lies especially on very big
               point clouds with several millions or billions of points,
               which cannot be loaded completely into memory. Special data
               structures and algorithms are needed to load and render
               continuously only the parts of the point-cloud that are
               relevant for the current camera position. The result is an
               efficient rendering system with variable settings and
               various rendering methods. The project is available on
               GitHub. ",
  month =      sep,
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  keywords =   "point clouds, unity",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2017/FRAISS-2017-PCU/",
}