Added start of new pipeline detailed diagram.
Updated diagram
Started to refactor pipeline into tracker class to keep code manageable.
Pretty much starting from scratch other than a few basic kernels.
Forgot a few refactors
Beginning to refactor cuda code into separate files.
Added in debug rendering code.
Code looks much cleaner now.

Removed old triangulation code, stripped down old pipeline to bare bones.

Separated rendering debug pipeline from mesh tracking
Added regions and simplified pipeline at the expense of one more copy kernel when no filters are used.
More regions and reorganization.
Added more regions.

Added prototype for no-filter pipeline stage.
Optimized tile size for laptop. Tile size of 16 gives much higher SM occupancy and halved runtime of basic buffer copy kernels.
Decoupled pipeline from display loop somewhat. Pipeline code will only run once per new depth frame.

Display loop will run at maximum frame rate, to ensure smooth user interaction.
Moved cuda code to it's own folder.
Added point cloud assembly function and intrinsics
Added point cloud assembly to pipeline.
Renamed filtering to preprocessing.

Started to add in SOA elements and vertex/normal pyramids.
Implemented subsampling kernel, pyramid buffers, RGB to SOA conversion, and a few other reorganizations.
Added getters for new pipeline buffer pointers.
Stripped out old code for point cloud VBO and FBO. Removed all dead code from simple triangle debug.

Need to work out new rendering scheme for SOA data structure.
Added texture scaling functionality to drawquad