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        "title": "SimLOD: Simultaneous LOD Generation and Rendering for Point Clouds",
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        "abstract": "LOD construction is typically implemented as a preprocessing step that requires users to wait before they are able to view the results in real time. We propose an incremental LOD generation approach for point clouds that allows us to simultaneously load points from disk, update an octree-based level-of-detail representation, and render the intermediate results in real time while additional points are still being loaded from disk. LOD construction and rendering are both implemented in CUDA and share the GPU’s processing power, but each incremental update is lightweight enough to leave enough time to maintain real-time frame rates. Our approach is able to stream points from an SSD and update the octree on the GPU at rates of up to 580 million points per second (~9.3GB/s) on an RTX 4090 and a PCIe 5.0 SSD. Depending on the data set, our approach spends an average of about 1 to 2 ms to incrementally insert 1 million points into the octree, allowing us to insert several million points per frame into the LOD structure and render the intermediate results within the same frame.",
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        "title": "GPU‐Accelerated LOD Generation for Point Clouds",
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        "abstract": "About:\nWe introduce a GPU-accelerated LOD construction process that creates a hybrid voxel-point-based variation of the widely used layered point cloud (LPC) structure for LOD rendering and streaming. The massive performance improvements provided by the GPU allow us to improve the quality of lower LODs via color filtering while still increasing construction speed compared to the non-filtered, CPU-based state of the art.\n\n\nBackground: \nLOD structures are required to render hundreds of millions to trillions of points, but constructing them takes time.\n\n\nResults: \nLOD structures suitable for rendering and streaming are constructed at rates of about 1 billion points per second (with color filtering) to 4 billion points per second (sample-picking/random sampling, state of the art) on an RTX 3090 -- an improvement of a factor of 80 to 400 times over the CPU-based state of the art (12 million points per second). Due to being in-core, model sizes are limited to about 500 million points per 24GB memory.\n\n\nDiscussion: \nOur method currently focuses on maximizing in-core construction speed on the GPU. Issues such as out-of-core construction of arbitrarily large data sets are not addressed, but we expect it to be suitable as a component of bottom-up out-of-core LOD construction schemes.",
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        "title": "Software Rasterization of 2 Billion Points in Real Time",
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        "abstract": "We propose a software rasterization pipeline for point clouds that is capable of brute-force rendering up to two billion points in real time (60fps). Improvements over the state of the art are achieved by batching points in a way that a number of batch-level optimizations can be computed before rasterizing the points within the same rendering pass. These optimizations include frustum culling, level-of-detail rendering, and choosing the appropriate coordinate precision for a given batch of points directly within a compute workgroup. Adaptive coordinate precision, in conjunction with visibility buffers, reduces the number of loaded bytes for the majority of points down to 4, thus making our approach several times faster than the bandwidth-limited state of the art. Furthermore, support for LOD rendering makes our software-rasterization approach suitable for rendering arbitrarily large point clouds, and to meet the increased performance demands of virtual reality rendering.  ",
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        "title": "Rendering Point Clouds with Compute Shaders and Vertex Order Optimization",
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