SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A comparison of normal estimation schemes
VIS '97 Proceedings of the 8th conference on Visualization '97
ACM SIGGRAPH 98 Conference abstracts and applications
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Synthesis of bidirectional texture functions on arbitrary surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
Tetrad volume and particle rendering in X2
ACM SIGGRAPH 2003 Sketches & Applications
ACM SIGGRAPH 2003 Sketches & Applications
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
Real-time Volume Graphics
Modeling and rendering of clouds on "Stealth"
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive multiple anisotropic scattering in clouds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
The Visual Computer: International Journal of Computer Graphics
Realistic water volumes in real-time
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
GPU-based object-order ray-casting for large datasets
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Beyond triangles: gigavoxels effects in video games
SIGGRAPH 2009: Talks
Beyond triangles: gigavoxels effects in video games
SIGGRAPH '09: Posters
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
GPU-Based Ray Casting of Multiple Multi-resolution Volume Datasets
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
A radiative transfer framework for rendering materials with anisotropic structure
ACM SIGGRAPH 2010 papers
Implicit surface octrees for ray tracing point models
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
Adaptive GPU ray casting based on spectral analysis
MIAR'10 Proceedings of the 5th international conference on Medical imaging and augmented reality
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
Interactive indirect illumination using voxel cone tracing: a preview
I3D '11 Symposium on Interactive 3D Graphics and Games
Real-time rendering and dynamic updating of 3-d volumetric data
Proceedings of the Fourth Workshop on General Purpose Processing on Graphics Processing Units
Interactive indirect illumination using voxel-based cone tracing: an insight
ACM SIGGRAPH 2011 Talks
Demand-driven volume rendering of terascale EM data
ACM SIGGRAPH 2011 Talks
Context preserving focal probes for exploration of volumetric medical datasets
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
SMI 2012: Full A runtime cache for interactive procedural modeling
Computers and Graphics
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Point-tessellated voxelization
Proceedings of Graphics Interface 2012
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
GPU-assisted high quality particle rendering
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Representing appearance and pre-filtering subpixel data in sparse voxel octrees
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Wavelet-based multiresolution isosurface rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Split-voxel: a simple discontinuity-preserving voxel representation for volume rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Recent advances in physically-based appearance modeling of cloth
SIGGRAPH Asia 2012 Courses
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Depth of field effects for interactive direct volume rendering
EuroVis'11 Proceedings of the 13th Eurographics / IEEE - VGTC conference on Visualization
Displaying large user-generated virtual worlds from the cloud
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Scalable real-time volumetric surface reconstruction
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
VDB: High-resolution sparse volumes with dynamic topology
ACM Transactions on Graphics (TOG)
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
Real-time 3D reconstruction at scale using voxel hashing
ACM Transactions on Graphics (TOG)
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
A micro 64-tree structure for accelerating ray tracing on a GPU
Proceedings of Graphics Interface 2013
Ray tracing and volume rendering large molecular data on multi-core and many-core architectures
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
TAMRESH - tensor approximation multiresolution hierarchy for interactive volume visualization
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan (81923 resolution), of hypertextured meshes (163843 virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20--90 fps and respect the limited GPU memory budget.