Difference between revisions of "Dynamic Real-Time Meshing of Point Clouds"
From Immersive Visualization Lab Wiki
(New page: ==Spring 2011 Tasks== Work done Spring 2011 *work item 1 Goals for end of Spring 2011 *goal 1) |
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Work done Spring 2011 | Work done Spring 2011 | ||
− | * | + | *Compiled and ran CUDA Marching Cubes example from SDK |
+ | *Modified the existing code to handle our own custom dataset | ||
+ | *Successful in dividing a dataset into 8 parts, running the meshing algorithm | ||
+ | on each part separately and connecting them together. | ||
+ | *Created an interface for the user to input data | ||
Goals for end of Spring 2011 | Goals for end of Spring 2011 | ||
− | * | + | *Modify algorithm to compress the VBO to manageable size |
+ | *Add support for interpolation of extra input voxel data (colors, normals, texture coordinates) on mesh vertices | ||
+ | *Add support for normals input, interpolate normals on the voxel cube to obtain vertex normals, | ||
+ | and delete triangles facing away from the input normals | ||
+ | *Add support for texture coordinates and texture data | ||
+ | *Use a shader program to lookup texture array and blend between textures based on pre-computed weights |
Revision as of 21:01, 21 April 2011
Spring 2011 Tasks
Work done Spring 2011
- Compiled and ran CUDA Marching Cubes example from SDK
- Modified the existing code to handle our own custom dataset
- Successful in dividing a dataset into 8 parts, running the meshing algorithm
on each part separately and connecting them together.
- Created an interface for the user to input data
Goals for end of Spring 2011
- Modify algorithm to compress the VBO to manageable size
- Add support for interpolation of extra input voxel data (colors, normals, texture coordinates) on mesh vertices
- Add support for normals input, interpolate normals on the voxel cube to obtain vertex normals,
and delete triangles facing away from the input normals
- Add support for texture coordinates and texture data
- Use a shader program to lookup texture array and blend between textures based on pre-computed weights