This is less of a ‘how do i pointcloud’ thread, and more a question to those of a graphical persuation.
Essentially, I’m trying to find the best method for rendering a high density point cloud (somewhere in the region of 100m individual points) in real time. On top of that, reading in a sequence and constructing a new pointcloud several times a second. The way I see it, compute shaders executing on the GPU sounds like the best way of doing things, at least in terms of processing the point cloud. But would Unreal be modifiable enough to do such a thing?
- Take point cloud information from file (effectively a list of points and associated shading values)
- Process values into points in 3D space
- Render this through the standard Unreal renderer with self-illuminating particles (no shadow information or transparency required)
Would this be better suited to a standalone OGL/D3D application, or can UE4 lend itself to such a problem?