Dynamic Real-Time Meshing of Point Clouds

From Immersive Visualization Lab Wiki
Revision as of 22:01, 21 April 2011 by Rpardrid (Talk | contribs)

Jump to: navigation, search

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