Generalization of Lambert's reflectance model
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Non-linear approximation of reflectance functions
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Illumination for computer generated pictures
Communications of the ACM
A reflectance model for computer graphics
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Efficient Sparse Voxel Octrees
IEEE Transactions on Visualization and Computer Graphics
A Survey of Nonlinear Prefiltering Methods for Efficient and Accurate Surface Shading
IEEE Transactions on Visualization and Computer Graphics
Filtering color mapped textures and surfaces
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Linear efficient antialiased displacement and reflectance mapping
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
Sparse Voxel Octrees (SVOs) represent efficiently complex geometry on current GPUs. Despite the fact that LoDs come naturally with octrees, interpolating and filtering SVOs are still issues in current approaches. In this paper, we propose a representation for the appearance of a detailed surface with associated attributes stored within a voxel octree. We store macro- and micro-descriptors of the surface shape and associated attributes in each voxel. We represent the surface macroscopically with a signed distance field and we encode subvoxel microdetails with Gaussian descriptors of the surface and attributes within the voxel. Our voxels form a continuous field interpolated through space and scales, through which we cast conic rays. Within the ray marching steps, we compute the occlusion distribution produced by the macro-surface inside a pixel footprint, we use the microdescriptors to reconstruct light- and view-dependent shading, and we combine fragments in an A-buffer way. Our representation efficiently accounts for various subpixel effects. It can be continuously interpolated and filtered, it is scalable, and it allows for efficient depth-of-field. We illustrate the quality of these various effects by displaying surfaces at different scales, and we show that the timings per pixel are scale-independent.