import { ProjectPage } from './index' const page: ProjectPage = { id: 'point-cloud', name: 'GPU-Driven Point Cloud Renderer', tagline: 'TUM — 140M+ points at ~100 FPS', date: '2024', tech: ['C++', 'Vulkan', 'GLSL'], content: `
Implemented a real-time GPU-driven renderer for large point clouds (140M+ points at ~100 FPS) using a custom 5-stage compute shader pipeline in Vulkan, based on Schütz et al. (2021, 2022).
Created a software rasterization pipeline using atomic uint64 depth-color packing and compute shaders, enabling fine-grained depth testing without a hardware depth buffer.
Implemented batch-based frustum culling, Morton-code spatial sorting, and screen-coverage LOD selection via 10-bit quantized position precision. Used Vulkan subgroup extensions for warp-level optimizations.
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