SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Pointshop 3D: an interactive system for point-based surface editing
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Shape modeling with point-sampled geometry
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Stylized rendering of 3D scanned real world environments
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
Alignment of Continuous Video onto 3D Point Clouds
IEEE Transactions on Pattern Analysis and Machine Intelligence
Shape and Appearance Repair for Incomplete Point Surfaces
ICCV '05 Proceedings of the Tenth IEEE International Conference on Computer Vision - Volume 2
Point-based multiscale surface representation
ACM Transactions on Graphics (TOG)
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Virtual Inspector: A Flexible Visualizer for Dense 3D Scanned Models
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Photorealistic Large-Scale Urban City Model Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A point-based system for local and remote exploration of dense 3D scanned models
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Interactive Domitilla catacomb exploration
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Points reloaded: point-based rendering revisited
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Normal estimation for point clouds: a comparison study for a Voronoi based method
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Fast in-place binning of laser range-scanned point sets
Journal on Computing and Cultural Heritage (JOCCH)
Point-based rendering optimization with textured meshes for fast LiDAR visualization
Computers & Geosciences
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This paper presents a point-based rendering approach to visualize massive sets of 3D points in real-time. In many disciplines such as architecture, engineering, and archeology LiDAR technology is used to capture sites and landscapes; the resulting massive 3D point clouds pose challenges for traditional storage, processing, and presentation techniques. The available hardware resources of CPU and GPU are limited, and the 3D point cloud data exceeds available memory size in general. Hence out-of-core strategies are required to overcome the limit of memory. We discuss concepts and implementations of rendering algorithms and interaction techniques that make out-of-core real-time visualization and exploration of massive 3D point clouds feasible. We demonstrate with our implementation real-time visualization of arbitrarily sized 3D point clouds with current PC hardware using a spatial data structure in combination with a point-based rendering algorithm. A rendering front is used to increase the performance taking into account user interaction as well as available hardware resources. Furthermore, we evaluate our approach, describe its characteristics, and report on applications.