  We propose a software rasterization pipeline for point clouds that is capable
of brute-force rendering up to two billion points in real time (60fps).
Improvements over the state of the art are achieved by batching points in a way
that a number of batch-level optimizations can be computed before rasterizing
the points within the same rendering pass. These optimizations include frustum
culling, level-of-detail rendering, and choosing the appropriate coordinate
precision for a given batch of points directly within a compute workgroup.
Adaptive coordinate precision, in conjunction with visibility buffers, reduces
the number of loaded bytes for the majority of points down to 4, thus making
our approach several times faster than the bandwidth-limited state of the art.
Furthermore, support for LOD rendering makes our software-rasterization
approach suitable for rendering arbitrarily large point clouds, and to meet the
increased performance demands of virtual reality rendering.
