Difference between revisions of "Dynamic Real-Time Meshing of Point Clouds"

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(Spring 2011 Tasks)
(Spring 2011 Tasks)
 
(One intermediate revision by one user not shown)
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*Compiled and ran CUDA Marching Cubes example from SDK
 
*Compiled and ran CUDA Marching Cubes example from SDK
 
*Modified the existing code to handle our own custom dataset
 
*Modified the existing code to handle our own custom dataset
*Successful in dividing a dataset into 8 parts, running the meshing algorithm
+
*Successful in dividing a dataset into 8 parts, running the algorithm on each part separately and connecting them together.
on each part separately and connecting them together.
+
 
*Created an interface for the user to input data
 
*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
 
*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 interpolation of additional voxel data (colors, normals, texture coordinates) on mesh vertices
*Add support for normals input, interpolate normals on the voxel cube to obtain vertex normals,
+
*Add support for normals input, and delete triangles facing away from the input normals
and delete triangles facing away from the input normals
+
*Add support for texture coordinates and textures.
*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
 
*Use a shader program to lookup texture array and blend between textures based on pre-computed weights

Latest revision as of 22:09, 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 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