+++ title = "GPU-Driven Point Cloud Renderer" description = "TUM — 140M+ points at ~100 FPS" date = "2024-01-01" period = "2024" tags = ["C++", "Vulkan", "GLSL"] categories = ["programming"] +++ 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.