Line drawings of octree-represented objects
ACM Transactions on Graphics (TOG)
Efficient implementation of essentially non-oscillatory shock-capturing schemes
Journal of Computational Physics
Voxel databases: a paradigm for parallelism with spatial structure
Concurrency: Practice and Experience
Weighted essentially non-oscillatory schemes
Journal of Computational Physics
High-resolution conservative algorithms for advection in incompressible flow
SIAM Journal on Numerical Analysis
3D scan conversion of CSG models into distance volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Tree methods for moving interfaces
Journal of Computational Physics
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A hybrid particle level set method for improved interface capturing
Journal of Computational Physics
Multi-level partition of unity implicits
ACM SIGGRAPH 2003 Papers
Computational aspects of dynamic surfaces
Computational aspects of dynamic surfaces
Simulating water and smoke with an octree data structure
ACM SIGGRAPH 2004 Papers
Local level set method in high dimension and codimension
Journal of Computational Physics
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Level set and PDE methods for computer graphics
ACM SIGGRAPH 2004 Course Notes
Hierarchical RLE level set: A compact and versatile deformable surface representation
ACM Transactions on Graphics (TOG)
Dynamic Tubular Grid: An Efficient Data Structure and Algorithms for High Resolution Level Sets
Journal of Scientific Computing
Blobtacular: surfacing particle system in "Pirates of the Caribbean 3"
ACM SIGGRAPH 2007 sketches
CrackTastic: fast 3D fragmentation in "The Mummy: Tomb of the Dragon Emperor"
ACM SIGGRAPH 2008 talks
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
An efficient level set toolkit for visual effects
SIGGRAPH 2009: Talks
ACM SIGGRAPH 2010 Talks
Data structures for interactive high resolution level-set surface editing
Proceedings of Graphics Interface 2011
DB+Grid: a novel dynamic blocked grid for sparse high-resolution volumes and level sets
ACM SIGGRAPH 2011 Talks
A local level-set method using a hash table data structure
Journal of Computational Physics
Out-of-Core Computations of High-Resolution Level Sets by Means of Code Transformation
Journal of Scientific Computing
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Computing local signed distance fields for large polygonal models
EuroVis'08 Proceedings of the 10th Joint Eurographics / IEEE - VGTC conference on Visualization
Liquid surface tracking with error compensation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We have developed a novel hierarchical data structure for the efficient representation of sparse, time-varying volumetric data discretized on a 3D grid. Our “VDB”, so named because it is a Volumetric, Dynamic grid that shares several characteristics with B+trees, exploits spatial coherency of time-varying data to separately and compactly encode data values and grid topology. VDB models a virtually infinite 3D index space that allows for cache-coherent and fast data access into sparse volumes of high resolution. It imposes no topology restrictions on the sparsity of the volumetric data, and it supports fast (average O(1)) random access patterns when the data are inserted, retrieved, or deleted. This is in contrast to most existing sparse volumetric data structures, which assume either static or manifold topology and require specific data access patterns to compensate for slow random access. Since the VDB data structure is fundamentally hierarchical, it also facilitates adaptive grid sampling, and the inherent acceleration structure leads to fast algorithms that are well-suited for simulations. As such, VDB has proven useful for several applications that call for large, sparse, animated volumes, for example, level set dynamics and cloud modeling. In this article, we showcase some of these algorithms and compare VDB with existing, state-of-the-art data structures.