High Performance Point Cloud Rendering #7366
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Hi, What is the most performant way to render large point clouds (100,000+ points)? I've had success by storing the points in Is this possible with this approach? If not, what would it require? Thanks! |
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Replies: 4 comments 9 replies
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I'm not sure about most performant. |
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If you want really performant point clouds you could write a compute rasterizer and output to a texture. Theres some linked papers in this repo https://github.com/m-schuetz/compute_rasterizer |
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In case this is useful for anybody: I created a crate for a voxel plot, mainly built around the custom shading example from bevy, but with transparency support: https://github.com/hacknus/bevy_voxel_plot Can easily handle 1000000 voxels. |
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Hi, I developed a point cloud plugin for Bevy : https://github.com/rlamarche/bevy_pointcloud I'm not experienced enough to tell what is the most efficient way to do it, but I'm quite satisfied by the fact that my implementations uses Bevy's frustum by computing AABB. |
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I'm not sure about most performant.
But I think you'll be able to achieve this by using a storage buffer written on the CPU and copied and bound in the GPU.
If there is 1 color per point and 1 vertex per point you should be able to use the vertex index directly to read the correct color in the shader.