wonder-sk / point-cloud-experiments

Just some prototyping for QGIS point clouds implementation
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Investigate changing "screen space error" to "density" threshold #70

Closed nyalldawson closed 3 years ago

nyalldawson commented 3 years ago

The current screen space error approach to thin point clouds works well for sparse point clouds, but doesn't assist with the rendering performance of very dense point clouds. This means a dense point cloud of a confined area (say, a building or a tree) can easily result in all the points from the dataset being rendered in a 3d view.

We should investigate if we can change the thinning approach to a "max point density" type approach to aid with these point clouds.

wonder-sk commented 3 years ago

I have looked at how potree does the rendering and it should be as follows:

What we have in QgsChunkedEntity is similar, with two differences:

In order to implement point budget support, we should probably also change the traversal order, otherwise the scenes may not be rendered well when the point budget limit is hit.

Other consideration is that point (or triangle) budget should be ideally defined for the whole scene, and then somehow split among the individual 3D renderers... but probably it will be good enough if in the beginning each chunked entity would have its own (constant) budget.

NEDJIMAbelgacem commented 3 years ago

https://github.com/qgis/QGIS/pull/41244