Depth point cloud visualization is too slow for 4k+ images #7857
Labels
🚀 performance
Optimization, memory use, etc
🔺 re_renderer
affects re_renderer itself
user-request
This is a pressing issue for one of our users
Currently, we visualizer depth maps as point clouds, each point representing a sample on the depth image.
For 4k images (3840x2160) that's 8.4mio points which means we have to do a lot of vertex & (overlapping) fragment processing. This also quickly runs into point cloud overdraw issues:
Ways to address this:
Sticking with the rough renderer we have:
* vertex shading overhead (the texture gets samples 6 times for each point 😱) - can we avoid this? the data per triangle has to come from somewhere, whether that's a texture or not shouldn't matter?
* fragment overdraw: rasterization rules mandate that each fragment behaves as-if sorted by triangle index
More radical:
Related to
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