Schnabel, RuwenMoeser, SebastianKlein, ReinhardM. Botsch and R. Pajarola and B. Chen and M. Zwicker2014-01-292014-01-292007978-3-905673-51-71811-7813https://doi.org/10.2312/SPBG/SPBG07/119-128We present a point-cloud compression algorithm that allows fast parallel decompression on the GPU for interactive applications. We achieve bitrates of less than four bits per normal-equipped point. Our method enables holefree level-of-detail point rendering. We also show that using only up to two bits per point, high-quality renderings can still be obtained if normals are estimated in image-space. The algorithm is based on vector quantization of an atlas of height-fields that have been sampled over primitive shapes which approximate the geometry.Categories and Subject Descriptors (according to ACM CCS): E.4 [Coding and information Theory]: Data compaction and compression I.3.3 [Computer Graphics]: Display algorithms I.3.3 [Computer Graphics]: Digitizing and scanning I.3.3 [Computer Graphics]: Bitmap and framebuffer operationsA Parallelly Decodeable Compression Scheme for Efficient Point-Cloud Rendering