1 Introduction
Point-cloud rendering poses a variety of challenges, such as the enormous amount of points that is necessary to represent a model in similar detail as textured meshes, as well as aliasing artifacts due to poor scan quality and the lack of mipmapping. One of the most common sources of point-based models are 3-dimensional scans of real objects, buildings and even whole countries. Smaller objects and structures may consist of a few million coloured points in millimeter resolution, whereas scans of large areas and whole countries may consist of hundreds of billions of points.
Left: Discrete LOD structure with sudden jumps in density and popping artifacts under motion. Middle: Screenshot of our method in virtual reality. No visible seams across different levels of detail due to a continuous reduction in density, and also continuously reduced density towards the periphery to reduce geometric complexity where less is needed. Endeavor point cloud courtesy of NVIDIA [4]. Right: Continuous transition from one LOD to another.