We present an approach to render complex point cloud data using ray tracing, allowing us to render big 3D scanned scenes by proposing a framework that will allow realistic lighting effects. In particular, we address the main problem of robustly solving the ray-point intersection problem and suitable for high-quality recursive ray tracing. Our solution is based on intersecting the surface represented by points by defining so-called convex hull splat primitives, which support the effective use of common ray-tracing acceleration structures, limit the complexity of point intersection and interpolation operations, and can reduce point-splat artifacts near boundaries.

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Interactive Ray Tracing of 3D Indoor Scanned Point Clouds

  • Luciano A. Romero Calla,
  • Renato Pajarola

摘要

We present an approach to render complex point cloud data using ray tracing, allowing us to render big 3D scanned scenes by proposing a framework that will allow realistic lighting effects. In particular, we address the main problem of robustly solving the ray-point intersection problem and suitable for high-quality recursive ray tracing. Our solution is based on intersecting the surface represented by points by defining so-called convex hull splat primitives, which support the effective use of common ray-tracing acceleration structures, limit the complexity of point intersection and interpolation operations, and can reduce point-splat artifacts near boundaries.