GPU Point Cloud Rendering Single Vertex List LOD Control
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Solution Overview
Problem
Existing point cloud rendering techniques require multiple vertex lists on GPUs, leading to increased memory allocation and processing time, which hampers real-time rendering performance, especially on mid-end GPUs, as they struggle to manage the growing number of points effectively.
Innovation Solution
A system that maintains a single vertex list on the GPU, dynamically updating and appending points, and controls the Level of Detail by retaining every Nth point based on the zoom or scaling factor, reducing the need for additional memory allocation and processing power.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple vertex lists are created for different zoom levels, then the Level of Detail can be controlled effectively, but GPU memory allocation increases significantly
Solution Approach 1:
The patent merges multiple vertex lists into a single unified vertex list that contains all points. Instead of maintaining separate vertex lists for different zoom levels, the system stores all points in one list and uses dynamic point retention techniques to control which points are rendered based on the current zoom level, thereby reducing GPU memory allocation while maintaining LOD control capability
Solution Approach 2:
The patent introduces dynamic point retention where the retention factor is adjusted dynamically based on the current zoom level. As the zoom level changes, the system dynamically determines which points to retain or skip, allowing the same vertex list to serve multiple LOD requirements without requiring multiple static vertex lists in GPU memory
2Manufacturing precision
If multiple vertex lists are maintained for different zoom levels, then rendering quality can be optimized, but processing time increases
Solution Approach 1:
By combining all points into a single vertex list, the system eliminates the need to manage and switch between multiple vertex lists, reducing the processing overhead associated with maintaining separate lists for different zoom levels while preserving rendering quality through dynamic point selection
Solution Approach 2:
The system performs preliminary organization of all points in a single vertex list during initialization, allowing for efficient dynamic point retention calculations during rendering. This preliminary setup enables fast LOD switching without the need to pre-process and manage multiple separate vertex lists
3Quantity of substance
If a single vertex list is used for all points, then memory allocation is reduced, but control over Level of Detail becomes difficult
Solution Approach 1:
The patent implements dynamic point retention where the retention factor is calculated based on the current zoom level. This dynamic approach allows the single vertex list to adapt to different LOD requirements by selectively rendering points based on their distance from the camera and the current zoom level, maintaining versatility without requiring multiple static lists
Solution Approach 2:
The system changes the point retention parameter dynamically based on zoom level. By adjusting the retention factor parameter, the same vertex list can produce different levels of detail, allowing effective LOD control through parameter modification rather than through multiple structured lists
4Productivity
If points are appended continuously to the vertex list, then real-time data capture is enabled, but rendering performance degrades on mid-end GPUs
Solution Approach 1:
The patent applies dynamic point retention that automatically adjusts which points are rendered based on the current zoom level and camera position. As new points are appended to the vertex list, the system dynamically determines their visibility and retention status, enabling real-time data capture without manually managing the growing point cloud complexity
Solution Approach 2:
The system uses parameter-based point retention where the retention threshold is adjusted based on zoom level. This allows mid-end GPUs to handle continuously growing point lists by selectively rendering only the necessary points based on current viewing parameters, maintaining real-time rendering performance despite increasing data volume
Data Source
AI summary
The present disclosure relates to generating a single vertex list/point-cloud list of an object for rendering the object in different complexity levels. The generated single vertex list comprises a large number of points obtained from external surfaces of the real-time object for detailed 3D representation and the list is updated with new batches of received point cloud vertices. The points are rendered from the single vertex list based on the correlation between zoom level and point retention factor. A scene's zoom/scaling level is altered by changing the distance of a camera to the objects represented by the rendered point cloud.


