Interactive Rendering of Materials and Biological Structures on Atomic and Nanoscopic Scale
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
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)
Design of cultural heritage information systems based on information layers
Journal on Computing and Cultural Heritage (JOCCH)
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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 postprocess filtering technique for smoothing out blockiness caused by discrete sampling of shading attributes. Based on benchmark results, we 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. Our voxel codebase is open sourced and available at http://code.google.com/p/efficient-sparse-voxel-octrees/.