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

대규모 점군 및 폴리곤 모델의 GLSL 기반 실시간 렌더링 알고리즘

  • Park, Sangkun (Department of Mechanical Engineering, Korean National University of Transportation)
  • 박상근 (한국교통대학교 기계공학과)
  • Received : 2014.07.02
  • Accepted : 2014.07.29
  • Published : 2014.09.01

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

References

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