isl-org / isl-org/Open3D

non blocking render of tensor pointcloud on gpu

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Description

### Checklist

- [X] I have searched for [similar issues](https://github.com/isl-org/Open3D/issues).
- [X] For Python issues, I have tested with the [latest development wheel](http://www.open3d.org/docs/latest/getting_started.html#development-version-pip).
- [X] I have checked the [release documentation](http://www.open3d.org/docs/release/) and the [latest documentation](http://www.open3d.org/docs/latest/) (for `master` branch).

### My Question

I am creating large t::Pointclouds from a TSDF on the GPU.
These grow every frame.
I want to render non-blocking, but currently it is slow using a manual render loop (the C++ equivalent of this http://www.open3d.org/docs/release/tutorial/visualization/non_blocking_visualization.html)

I think it is slow because I have to convert the t::PointCloud to a legacy cloud. It has to move from GPU to CPU. And then maybe in the Visualiser it is moved back to the GPU internally.

Questions
1) Can I visualise a t::Pointcloud natively on the GPU, without copying it away from the GPU (if it is already on the device)
2) Can I do this with a custom render loop (non-blocking)
or
3) Can the vertex tensor be mapped to an opengl buffer somehow (on the GPU)?

Thanks!

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