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Primerjava optimizacij vokselskih prikazovalnikov geodetskih podatkov
ID Jenič, Nik (Author), ID Marolt, Matija (Mentor) More about this mentor... This link opens in a new window

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Abstract
Optimizacije vokselskih prikazovalnikov so dokumentirane pretežno kot inženirski nasveti brez meritev. Primerjave več tehnik na istih podatkih in v istem sistemu po našem pregledu ni. V nalogi več takih tehnik izmerimo na zahtevni resnični obremenitvi. Ves do decembra 2025 objavljeni slovenski državni zajem LiDAR, slabe tri četrtine države, v brskalniku prikažemo kot vokselski teren z vmesnikom WebGPU, brez omejitve razdalje prikaza. Oblak točk skrčimo v višinske karte s petimi bajti na celico, iz njih zgradimo piramido stopenj podrobnosti s kosi razlik (74,8 GB, le 1,6 % več od osnovnih podatkov) in jo pretakamo prek povezave WebSocket. V isti sistem vgradimo šest pristopov k upodabljanju (eksplicitno mrežo, instancirane kocke, instancirane ploskve, združene ploskve, sledenje žarku po višinski karti in hibridni pristop) ter jih po hitrosti, porabi pomnilnika in prenosu podatkov izmerimo s samodejnim merilnim ogrodjem, po zahtevnosti izvedbe pa primerjamo s številom vrstic kode in z oceno težavnosti pravilne izvedbe. Cilj 60 sličic na sekundo pri pogledu na vse podatke hkrati dosežejo štirje pristopi. Po mediani sta najhitrejša sledenje žarku in hibridni pristop s približno 390 sličicami na sekundo, za tak pogled pa prenesemo le 45 MB podatkov. Rezultate strnemo v priporočila za razvijalce vokselskih pogonov.

Language:Slovenian
Keywords:WebGPU, voksli, LiDAR, stopnje podrobnosti, upodabljanje terena, pretakanje podatkov, primerjava zmogljivosti
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2026
PID:20.500.12556/RUL-187234 This link opens in a new window
COBISS.SI-ID:291775747 This link opens in a new window
Publication date in RUL:09.09.2026
Views:223
Downloads:83
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Secondary language

Language:English
Title:Comparison of Optimizations in Voxel-Based Geospatial Data Renderers
Abstract:
Optimizations of voxel renderers are documented mostly as engineering advice without measurements. In our survey of the field, we found no comparison that measures several techniques on the same data and in the same system. In this thesis we measure several such techniques on a demanding, real-world workload. We display the entire Slovenian national LiDAR survey published as of December 2025, almost three quarters of the country, in a web browser as voxel terrain using the WebGPU API, with no render-distance limit. We condense the point cloud into heightmaps of five bytes per cell, build a levelof-detail pyramid of delta chunks from them (74.8 GB, only 1.6% more than the base data), and stream it over a WebSocket connection. Into the same system we integrate six rendering approaches (an explicit mesh, instanced cubes, instanced faces, greedy-meshed faces, heightmap ray casting, and a hybrid approach) and compare them in terms of speed, memory use, and data transfer with an automated benchmarking harness, and in terms of implementation difficulty by lines of code together with a qualitative rating of how hard each approach was to get right. Four of the approaches reach the goal of 60 frames per second when viewing all of the data at once. Ray casting and the hybrid approach are the fastest by median at roughly 390 frames per second, and for such a view we download only 45 MB of data. We distil the results into recommendations for voxel-engine developers.

Keywords:WebGPU, voxels, LiDAR, level of detail, terrain rendering, data streaming, performance comparison

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