<p>I have huge point cloud data I want to render them at interactive frame frate. Process I know is</p>

<p>1.point cloud data </p>

<p>2.triangulate it using delnauy or other triangulation algo</p>

<p>3.surface voxelization for mesh</p>

<p>4.volume tracing ti render</p>

<p>But triangulation process is very very slow. Can I somehow voxelize my point cloud directly?
I am newbie to voxelization.</p>

CC BY-SA 3.0
2017-05-02T09:40:08.457Z
Can you not subdivide your world into a 3d grid and if any grid has >= 1 point inside it, it can be made into a voxel?
PaulHK
CC BY-SA 3.0
2017-05-16T07:06:15.170Z
You could use a fullscreen triangle and raymarch it. There's lots of tutorials about that. And iirc it's the preferred method.
z0rberg's
CC BY-SA 3.0
2017-10-01T20:00:14.843Z
Why do you *need* voxels to begin with? Can't you just render the points themselves (possibly with some adaptive point size)?
Christian Rau
<rendering><performance><voxelization>
Can I voxelize 3D set of points without reconstructing surface first?
PixelClear
# Can I voxelize 3D set of points without reconstructing surface first?

(Asked by: username_0 on 2017-04-19)

I have huge point cloud data I want to render them at interactive frame frate. Process I know is

1.point cloud data

2.triangulate it using delnauy or other triangulation algo

3.surface voxelization for mesh

4.volume tracing ti render

But triangulation process is very very slow. Can I somehow voxelize my point cloud directly?
I am newbie to voxelization.

**Tags:** rendering, performance, voxelization

> **Comments:**
> **username_1**: Can you not subdivide your world into a 3d grid and if any grid has >= 1 point inside it, it can be made into a voxel?  
> **username_2**: You could use a fullscreen triangle and raymarch it. There's lots of tutorials about that. And iirc it's the preferred method.  
> **username_3**: Why do you *need* voxels to begin with? Can't you just render the points themselves (possibly with some adaptive point size)?  

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## 0 answers

