OpenCL Voxel Splatting
Since there are still lots of rumors around about unlimited detail, I wanted to give point based rendering at try and see how well it works in OpenCL.
It turned out that the performance is much better than basic point rendering in OpenGL. While OpenGL allowed me to render around 630M pts / sec, OpenCL reached 3-4 times the speed with ~2 Billion points per second on a GTX580M GPU.
Just rendering points does not lead to a smooth surface however. For that, a post-processing filter is required. It increases the size of the points and fills the holes. I have implemented a very simple one, to show that it works. As for the culling, only frustum culling is implemented. More advanced hierarchic occlusion culling might give extra frames especially in indoor scenes. Also a hierarchic depth buffer is not been used - it might further give additional performance when adapted to point based rendering...
Demo runs only with NVIDIA GPUs, thanks to their SDK.
Also check out the author's other demos