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Rendering Point Clouds with Compute Shaders and Vertex Order Optimization
arXiv - CS - Graphics Pub Date : 2021-04-15 , DOI: arxiv-2104.07526
Markus Schütz, Bernhard Kerbl, Michael Wimmer

While commodity GPUs provide a continuously growing range of features and sophisticated methods for accelerating compute jobs, many state-of-the-art solutions for point cloud rendering still rely on the provided point primitives (GL_POINTS, POINTLIST, ...) of graphics APIs for image synthesis. In this paper, we present several compute-based point cloud rendering approaches that outperform the hardware pipeline by up to an order of magnitude and achieve significantly better frame times than previous compute-based methods. Beyond basic closest-point rendering, we also introduce a fast, high-quality variant to reduce aliasing. We present and evaluate several variants of our proposed methods with different flavors of optimization, in order to ensure their applicability and achieve optimal performance on a range of platforms and architectures with varying support for novel GPU hardware features. During our experiments, the observed peak performance was reached rendering 796 million points (12.7GB) at rates of 62 to 64 frames per second (50 billion points per second, 802GB/s) on an RTX 3090 without the use of level-of-detail structures. We further introduce an optimized vertex order for point clouds to boost the efficiency of GL_POINTS by a factor of 5x in cases where hardware rendering is compulsory. We compare different orderings and show that Morton sorted buffers are faster for some viewpoints, while shuffled vertex buffers are faster in others. In contrast, combining both approaches by first sorting according to Morton-code and shuffling the resulting sequence in batches of 128 points leads to a vertex buffer layout with high rendering performance and low sensitivity to viewpoint changes.

中文翻译:

具有计算着色器和顶点顺序优化的渲染点云

虽然商用GPU提供了不断增长的功能和先进的方法来加速计算工作,但是许多先进的点云渲染解决方案仍然依赖于图形API所提供的点原语(GL_POINTS,POINTLIST等)。用于图像合成。在本文中,我们提出了几种基于计算的点云渲染方法,它们比硬件管道的性能高出一个数量级,并且比以前的基于计算的方法获得了显着更好的帧时间。除了基本的最近点渲染外,我们还引入了一种快速,高质量的变体来减少混叠。我们提出并评估了我们提出的方法的几种变体,它们具有不同的优化风格,为了确保它们的适用性,并在对新颖的GPU硬件功能提供各种支持的一系列平台和架构上实现最佳性能。在我们的实验过程中,在不使用Level-of-Level的情况下,在RTX 3090上达到了观察到的最高性能,以62至64帧/秒(500亿点/秒,802GB / s)的速率提供了7.96亿个点(12.7GB)。详细结构。我们还针对点云引入了优化的顶点顺序,以在强制执行硬件渲染的情况下将GL_POINTS的效率提高了5倍。我们比较了不同的顺序,并表明,对于某些视点,Morton排序的缓冲区速度更快,而在另一些视点中,混洗的顶点缓冲区则更快。相比之下,
更新日期:2021-04-16
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