Generating lines using quadgraph patterns
Computer Graphics Forum
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Exploiting self-similarity in geometry for voxel based solid modeling
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
A geometry-based soft shadow volume algorithm using graphics hardware
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Soft shadow volumes for ray tracing
ACM SIGGRAPH 2005 Papers
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Multidimensional adaptive sampling and reconstruction for ray tracing
ACM SIGGRAPH 2008 papers
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
From obscurances to ambient occlusion: A survey
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
Soft irregular shadow mapping: fast, high-quality, and robust soft shadows
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics 2009
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
Proceedings of the Conference on High Performance Graphics
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Temporal light field reconstruction for rendering distribution effects
ACM SIGGRAPH 2011 papers
Proceedings of the 2011 SIGGRAPH Asia Conference
Real-Time Shadows
Axis-aligned filtering for interactive sampled soft shadows
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Sample based visibility for soft shadows using alias-free shadow maps
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Octree-based point-cloud compression
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Real-time 3D reconstruction at scale using voxel hashing
ACM Transactions on Graphics (TOG)
Efficient virtual shadow maps for many lights
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We show that a binary voxel grid can be represented orders of magnitude more efficiently than using a sparse voxel octree (SVO) by generalising the tree to a directed acyclic graph (DAG). While the SVO allows for efficient encoding of empty regions of space, the DAG additionally allows for efficient encoding of identical regions of space, as nodes are allowed to share pointers to identical subtrees. We present an efficient bottom-up algorithm that reduces an SVO to a minimal DAG, which can be applied even in cases where the complete SVO would not fit in memory. In all tested scenes, even the highly irregular ones, the number of nodes is reduced by one to three orders of magnitude. While the DAG requires more pointers per node, the memory cost for these is quickly amortized and the memory consumption of the DAG is considerably smaller, even when compared to an ideal SVO without pointers. Meanwhile, our sparse voxel DAG requires no decompression and can be traversed very efficiently. We demonstrate this by ray tracing hard and soft shadows, ambient occlusion, and primary rays in extremely high resolution DAGs at speeds that are on par with, or even faster than, state-of-the-art voxel and triangle GPU ray tracing.