Michael shader Video
Making Segments and Entities Shader Ready michael shaderIn this paper, we present several compute-based point cloud rendering approaches that outperform the hardware pipeline by up to an order of magnitude and achieve significantly better frame times than michael shader compute-based methods Beyond basic closest-point rendering, we also introduce a fast, high-quality variant to reduce aliasing.
We present ehader evaluate several variants of our proposed methods with different flavors of optimization, in order to ensure their applicability and achieve optimal performance on a range of platforms and architectures with michael shader support for novel GPU hardware features. During our experiments, the observed peak performance was reached rendering million points We compare different orderings and show that Morton sorted buffers are faster for some viewpoints, while shuffled vertex buffers are faster in others.
In contrast, combining both approaches by first sorting according to Morton-code and shuffling the resulting sequence in batches of points leads to a vertex buffer layout with high rendering performance and low sensitivity to viewpoint changes.]
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