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Efficient way of handling Point Clouds
I am using iOS DepthCapture to obtain RGBD values continuously just like a video recorder. Implementation wise, I am obtaining Depth Data and setting it on to a 640x480 Texture2D (many of the depth values are NaN, which is okay). I also have RGB values which is similar to any RGB acquisition (again using a Texture2D to display).
The task now is to store the RGBD values corresponding to each Pixel (or to a subset of Pixels, where the depth values make sense) and load it later and include it as a model which would be 3D in space.
Any help on how to store this data efficiently and reconstruct the point cloud when loading back to Unity.
Thanks
Answer by termway · Sep 10, 2019 at 12:37 AM
You should check google draco for point cloud compression ( https://github.com/millerhooks/draco ) , it might give you ideas about what to optimize and what file format to use.
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
And pcx for point cloud in Unity ( https://github.com/keijiro/Pcx )
Pcx is a custom importer and renderer that allows for handling point cloud data in Unity.
About animated pointcloud I think it's on going work ( https://github.com/keijiro/Pcx/issues/3 ).
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