A Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering

In proceedings of Symposium on Point-Based Graphics 2007, pages 214-226, Sept. 2007
Presented at Symposium on Point-Based Graphics 2007
 

Abstract

We present a point-cloud compression algorithm that allows fast parallel decompression on the GPU for interactive applications. We achieve bitrates of less than four bits per normal-equipped point. Our method enables holefree level-of-detail point rendering. We also show that using only up to two bits per point, high-quality renderings can still be obtained if normals are estimated in image-space. The algorithm is based on vector quantization of an atlas of height-fields that have been sampled over primitive shapes which approximate the geometry.

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Bibtex

@INPROCEEDINGS{schnabel-2007-parallelly,
      author = {Schnabel, Ruwen and M{\"o}ser, Sebastian and Klein, Reinhard},
       pages = {214--226},
       title = {A Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering},
   booktitle = {Symposium on Point-Based Graphics 2007},
        year = {2007},
       month = sep,
    abstract = {We present a point-cloud compression algorithm that allows fast parallel decompression on the GPU
                for interactive applications. We achieve bitrates of less than four bits per normal-equipped point.
                Our method enables holefree level-of-detail point rendering. We also show that using only up to two
                bits per point, high-quality renderings can still be obtained if normals are estimated in
                image-space. The algorithm is based on vector quantization of an atlas of height-fields that have
                been sampled over primitive shapes which approximate the geometry.},
  conference = {Symposium on Point-Based Graphics 2007}
}