English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT
 
 
DownloadE-Mail
  GigaVoxels: Ray-guided Streaming for Efficient and Detailed Voxel Rendering

Crassin, C., Neyret, F., Lefebvre, S., & Eisemann, E. (2009). GigaVoxels: Ray-guided Streaming for Efficient and Detailed Voxel Rendering. In ACM Symposium on Interactive 3D Graphics and Games (i3D) (pp. 15-22). New York, USA: ACM.

Item is

Files

show Files

Locators

show

Creators

show
hide
 Creators:
Crassin, Cyril, Author
Neyret, Fabrice, Author
Lefebvre, Sylvain, Author
Eisemann, Elmar1, Author
Affiliations:
1Max Planck Society, ou_persistent13              

Content

show
hide
Free keywords: -
 Abstract: We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan ($8192^3$ resolution), of hypertextured meshes ($16384^3$ virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20-90 fps and respect the limited GPU memory budget.

Details

show
hide
Language(s): eng - English
 Dates: 2010-02-092009
 Publication Status: Issued
 Pages: -
 Publishing info: New York, USA : ACM
 Table of Contents: -
 Rev. Type: -
 Identifiers: eDoc: 520490
DOI: http://doi.acm.org/10.1145/1507149.1507152
URI: http://artis.imag.fr/Publications/2009/CNLE09/CNLE09.pdf
Other: Local-ID: C125675300671F7B-8D259C6B8BC60FDBC125756E005255AD-CrassinGigaVoxels2009
 Degree: -

Event

show
hide
Title: Untitled Event
Place of Event: Boston, USA
Start-/End Date: 2009-02-27 - 2009-03-01

Legal Case

show

Project information

show

Source 1

show
hide
Title: ACM Symposium on Interactive 3D Graphics and Games (i3D)
Source Genre: Proceedings
 Creator(s):
Affiliations:
Publ. Info: New York, USA : ACM
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 15 - 22 Identifier: ISBN: 978-1-60558-429-4