Hardware implementation of depth map to point cloud unprojection (with color).
See hardware-video-streaming for other related projects.
For equivalent software implementation see software branch.
Hardware implemenenation uses compute shaders.
This should (in theory) work with:
- Windows and Windows Store, with a DirectX 11 or DirectX 12 graphics API and Shader Model 5.0 GPU
- macOS and iOS using Metal graphics API
- Android, Linux and Windows platforms with Vulkan API
- Modern OpenGL platforms (OpenGL 4.3 on Linux or Windows; OpenGL ES 3.1 on Android). Note that Mac OS X does not support OpenGL 4.3
- Modern consoles (Sony PS4 and Microsoft Xbox One)
Tested only with OpenGL on Desktop (Linux).
Shaders use Unity flavoured HLSL. You may recompile them with Unity for OpenGL, Vulkan etc.
TODO
Shaders have to be integrated into your workflow.
Code is licensed under Mozilla Public License, v. 2.0
This is similiar to LGPL but more permissive:
- you can use it as LGPL in prioprietrary software
- unlike LGPL you may compile it statically with your code
Like in LGPL, if you modify this library, you have to make your changes available. Making a github fork of the library with your changes satisfies those requirements perfectly.