I am trying to solve the current problem using the capabilities of the GPU: "given the cloud of P points and the oriented plane described by the point, and the normal (Pp, Np) returns points in the cloud that are at a distance equal to or less than EPSILON from an airplane."
Speaking with a colleague, I came to the following decision:
1) prepare a buffer of vertex points with an attached coordinate of the texture, so that each point has a different vertex coordinate 2) set the projection status to orthogonal 3) rotate the grid so that the normal of the plane is aligned with the -z axis and offset so that x, y, z = 0 corresponds to Pp 4) set the clipping plane z so that z: [- EPSILON; + EPSILON] 5) visualize the texture 6) extract the texture from the graphics card 7) read the texture from the graphics card and see what points were visualized (in terms of their indices), which are points within the required distance range.
Now the following problems arise: q1) Do I need to open a window frame to perform such an operation? I work in MATLAB and call MEX-C ++. I know from experience that as soon as you open a new frame, the entire costume will fail! q2), what is the primitive to give GLPoint the coordinate of the texture? q3) I do not quite understand how texture rendering will be implemented? any link, tutorial would be awesome ... q4) How would you extract this texture from the map? again, any reference, tutorial would be awesome ...
I am in a busy schedule, so it would be nice if you could give me the names of those methods that I should learn about, but rather the GLSL specification document and the OpenGL API, as someone did. This tiny bit is too vague an answer to my question.
Thanks so much for any comments.
ps Also note that I would prefer not to use any resource such as CUDA, if possible, and thus get what uses as many OpenGL elements as possible, without requiring me to write a new shader.
Note. http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=245911#Post245911
Andrea Tagliasacchi
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