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http://dx.doi.org/10.7315/CADCAM.2014.294

A Real-Time Rendering Algorithm of Large-Scale Point Clouds or Polygon Meshes Using GLSL  

Park, Sangkun (Department of Mechanical Engineering, Korean National University of Transportation)
Abstract
This paper presents a real-time rendering algorithm of large-scale geometric data using GLSL (OpenGL shading language). It details the VAO (vertex array object) and VBO(vertex buffer object) to be used for up-loading the large-scale point clouds and polygon meshes to a graphic video memory, and describes the shader program composed by a vertex shader and a fragment shader, which manipulates those large-scale data to be rendered by GPU. In addition, we explain the global rendering procedure that creates and runs the shader program with the VAO and VBO. Finally, a rendering performance will be measured with application examples, from which it will be demonstrated that the proposed algorithm enables a real-time rendering of large amount of geometric data, almost impossible to carry out by previous techniques.
Keywords
Fragment shader; GLSL; Large-scale point cloud; Real-time rendering; Shader program; Vertex shader; Video memory;
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Times Cited By KSCI : 1  (Citation Analysis)
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