Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
SLEVEs for planar spline curves
Computer Aided Geometric Design
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Tight frame normal map compression
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
High quality normal map compression
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Coherent multiresolution isosurface ray tracing
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Implicit surface octrees for ray tracing point models
Proceedings of the Seventh Indian Conference on Computer Vision, Graphics and Image Processing
CommonVolumeShader: simple and portable specification of volumetric light transport in X3D
Proceedings of the 16th International Conference on 3D Web Technology
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
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
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
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
On-the-fly multi-scale infinite texturing from example
ACM Transactions on Graphics (TOG)
A micro 64-tree structure for accelerating ray tracing on a GPU
Proceedings of Graphics Interface 2013
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In this paper we examine the possibilities of using voxel representations as a generic way for expressing complex and feature-rich geometry on current and future GPUs. We present in detail a compact data structure for storing voxels and an efficient algorithm for performing ray casts using this structure. We augment the voxel data with novel contour information that increases geometric resolution, allows more compact encoding of smooth surfaces, and accelerates ray casts. We also employ a novel normal compression format for storing high-precision object-space normals. Finally, we present a variable-radius post-process filtering technique for smoothing out blockiness caused by discrete sampling of shading attributes. Our benchmarks show that our voxel representation is competitive with triangle-based representations in terms of ray casting performance, while allowing tremendously greater geometric detail and unique shading information for every voxel.