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DC poleHodnotaJazyk
dc.contributor.authorGünther, Christian
dc.contributor.authorKanzok, Thomas
dc.contributor.authorLinsen, Lars
dc.contributor.authorRosenthal, Paul
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-01-31T11:50:15Z
dc.date.available2014-01-31T11:50:15Z
dc.date.issued2013
dc.identifier.citationJournal of WSCG. 2013, vol. 21, no. 2, p. 153-162.en
dc.identifier.issn1213-6972 (Hardcopy)
dc.identifier.issn1213–6980 (CD-ROM)
dc.identifier.issn1213–6964
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013_J_WSCG-2.pdf
dc.identifier.urihttp://hdl.handle.net/11025/6978
dc.description.abstractDirect rendering of large point clouds has become common practice in architecture and archaeology in recent years. Due to the high point density no mesh is reconstructed from the scanned data, but the points can be rendered directly as primitives of a graphics API like OpenGL. However, these APIs and the hardware, which they are based on, have been optimized to process triangle meshes. Although current API versions provide lots of control over the hardware, e.g. by using shaders, some hardware components concerned with rasterization of primitives are still hidden from the programmer. In this paper we show that it might be beneficial for point primitives to abandon the standard graphics APIs and directly switch to a GPGPU API like OpenCL.en
dc.format10 l.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectvykreslovánícs
dc.subjectbodové mrakycs
dc.subjectOpenGLcs
dc.subjectOpenCLcs
dc.titleA GPGPU-based Pipeline for Accelerated Rendering of Point Cloudsen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedrenderingen
dc.subject.translatedpoint cloudsen
dc.subject.translatedOpenGLen
dc.subject.translatedOpenCLen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 21, Number 2 (2013)

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