Added kernel to triangulate mesh.
Turned out the shared memory gains may be too minimal to be worth the overhead, so went with simple implementation for now.
Removed stream compaction step
Implemented simple triangulation. Need to test results, but running without crash so far.
Code is running with no crashes again.
Rendering triangles for first time.
All triangles rendering now. Forgot *3 for GL_TRIANGLE mode
Added ability to change triangle edge length limit at runtime using keys m M n N
Added screenshot of mesh normals
Added visualizations to compare finished mesh to point cloud and color image.
Added ultimate showdown of ultimate victory.
Added absolute value shader for normal visualization
Added depth resolution visualization.
Added fps counter.
Added wireframe mode to mesh render.

Added some more screenshots.
Forgot a break statement.
Added ability to disable point normal calculation.
Started work on shared memory accelerated normal calculation
Implemented shared memory acceleration
Modified point cloud visualization.
Tile size optimization.