  We propose a compute shader based point cloud rasterizer with up to 10 times
higher performance than classic point-based rendering with the GL_POINT
primitive. In addition to that, our rasterizer offers 5 byte depth-buffer
precision with uniform or customizable distribution, and we show that it is
possible to implement a high-quality splatting method that blends together
overlapping fragments while still maintaining higher frame-rates than the
traditional approach.
