Abstract
Received 2 July 2014; received in revised form 27 July 2014; accepted 29 July 2014ABSTRACTThis 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 bufferobject) to be used for up-loading the large-scale point clouds and polygon meshes to a graphicvideo memory, and describes the shader program composed by a vertex shader and a fragmentshader, which manipulates those large-scale data to be rendered by GPU. In addition, weexplain the global rendering procedure that creates and runs the shader program with the VAOand VBO. Finally, a rendering performance will be measured with application examples, fromwhich it will be demonstrated that the proposed algorithm enables a real-time rendering of largeamount of geometric data, almost impossible to carry out by previous techniques.Key Words: Fragment shader, GLSL, Large-scale point cloud, Real-time rendering, Shaderprogram, Vertex shader, Video memory
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.