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Abstract:
Voxel representations are commonly used for scientific data visualization, but
also for many special effects involving complex or fuzzy data (e.g., clouds,
smoke, foam). Since voxel rendering permits better and easier filtering than
triangle-based representations it is also an efficient high-quality choice for
complex meshes (with several triangles per pixel) and detailed geometric data
(e.g., boats in Pirates of the Caribbean).
We have shown in [Crassin et al. 2009] that highly detailed voxel
data can be rendered in high quality at real-time rates. The work
foreshadows the use of very large volumetric data sets in the context of
video-games. Our system, based on ray-casting of a generalized sparse octree
structure on GPU, achieves high rendering performance for billions of voxels.
To further underline the usefulness in the context of video games, this sketch
introduces new features of our system, namely free object instantiation and the
mixing with existing triangle scenes. We also demonstrate how to render complex
visual effects like depth-of-fields or approximated soft shadows in very
efficient ways, exploiting intrinsic properties of our multi-resolution scheme.