Dynamic Real-Time Meshing of Point Clouds
From Immersive Visualization Lab Wiki
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 additional voxel data (colors, normals, texture coordinates) on mesh vertices
- Add support for normals input, and delete triangles facing away from the input normals
- Add support for texture coordinates and textures.
- Use a shader program to lookup texture array and blend between textures based on pre-computed weights