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Description
Very interesting to see what speeds you get using the GPU in the PixelBufferGPUTest.
I am interested in display point clouds (from Lidar)
I have been trying to understand the techniques use by Markus Schuetz:
"Software Rasterization of 2 Billion Points in Real-Time"
In branch compute_rasterizer_2022
paper - video
"Rendering Point Clouds with Compute Shaders and Vertex Order Optimization"
In branch compute_rasterizer_2021
His results look very impressive - if only I did not dislike/not-understand C++ so much!
The key to his results seems to be Compute Shaders - not that I really understand them yet!
I see you can use compute shaders in Java/Jogl (see https://github.com/perses-games/jogl-compute-shaders-fireworks)
Is what you are doing with Aparapi roughly equivalent to the Compute Shader approach?
If not, do you think there would be any benefit in combining the two approaches?
Thanks
Jim