Thursday, January 17, 2019

Rendering pointclouds

Collecting google research on solutions for realtime rendering point clouds.

Euclidean- 
No longer advertising game engine solutions, instead has two products that are aimed a more general scanning audience. The "Unlimited Detail" render engine is now a listed as a feature within these software solutions. I've download trials of both and will be poking around.

Atom View
Another engine like Euclidean that uses 'atoms', has beautiful demos but at the moment only advertises a private beta. This article does a comparison study.

Potree for WebGL
Interesting optimizing for web browser, might be useful elsewhere.

PCX for Unity
Looks promising, will also install and try out.

Point Cloud Plugin for Unreal
https://pointcloudplugin.com/
Straight to the point

GigaVoxels for CUDA/GLSL
I probably won't use this, but is interesting to read about.

Faro VR Generator for Oculus
Third party tool to bring pointclouds into VR. Pretty stunning results.


This week I'm asking: are points better than polys? Are points fundamentally different from verts, voxels, sprites, "atoms"? And ultimately, how big is TOO big for massive pointcloud datasets in realtime?

And on a tangent, Maya 2019 has just been released with some Very Exciting updates to their viewport. Everything's going realtime nerds!

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