Point Cloud Rendering BW

In late 2018 Intel Studios reached out to see if there was a way to natively render their massive point cloud data set (recorded performances) on an iPhone X at 60 fps without causing the phone to overheat. They had been using Unity to prototype and create experiences and they wanted to see if they could create a more native SDK that would allow iOS developers to use their data sets in their own apps. This jump started my exploration into fast & efficient point cloud rendering with Metal. These images show the end results of sparse point clouds rendering on an iPad Pro (2018) at 60 fps (with shadows). This project helped to jump start Satin, a 3D framework built on top of Apple’s Metal. Satin’s API is similar to Threejs. Satin is a constant work in progress. You can find the code here: https://github.com/Hi-Rez/Satin.

Point Cloud Rendering with Metal