Currently browsing category

en

SVO : Levels

Sparse Voxel Octree Raycasting: January Progress Report

Hi there, time for some updates on my voxel rendering pipeline! Lot of work behind the scenes last month, and now taking some time to pause and reflect on where the interesting research opportunities are. The lowdown for people just joining in: I’m building a Sparse Voxel Octree raycaster, so …

glob

Sparse Voxel Octree Raycasting: December Progress

After a short venture into suggestive contours, I’m back on my voxel raycaster. I’ve been implementing multiple light sources and phong lighting, as well as drasticly improving the way models are loaded – this allows for even bigger voxel sets to be used. Limiting factor is now my voxelizer itself, …

heptoroid

Sparse Voxel Octree Raycasting : Multiple Lights

A short video I made demonstrating the improvements in my voxelizer, a higher grid resolution (1024x1024x1024) and multiple light sources. A short video I made demonstrating the improvements in my voxelizer, a higher grid resolution (1024x1024x1024) and multiple light sources.

render_david

Rendering bigger voxel sets

Just a quick piccie: thanks to optimizations in my out-of-core octree building algorithm, I can now render  even bigger voxel fields (1024^3), which is about 107 million voxels. Reading in the data is the slowest part, the actual building of the octree is blazingly fast (< 500 ms), since the …

difference_voxelisation3

An accurate method for Voxelizing Polygon Meshes

Transforming a polygon mesh into a 3D grid / voxel data set is still the quickest way to play with some interesting data in any voxel-based application. You can do this interactively on the GPU, using Eisemann/Décoret’s method, described in Single-pass GPU solid voxelization for real-time applications (2008). When it comes to …

tor_wireframes_26seperability

Voxelizing Wireframes

In order to correctly voxelize larger meshes with configurable parameters (shell thickness, seperability parameters, …) I’m now implementing the method described in An Accurate Method for Voxelizing Polygon Meshes, by Jian Huang, Roni Yagel, Vassily Filippov and Yair Kurzion. In the paper, they provide a mathematical basis for voxelizing polygonal meshes, and …

heptoroid_voxelraycasting

Sparse Voxel Octree Raycasting : Diffuse Shading Demo

I’ve uploaded a new video containing my most recent work on my Sparse Voxel Octree raycaster. Thanks to advances in my own voxelizer, I’ve been able to include sampled normal information and render diffuse shading now. I’ve uploaded a new video containing my most recent work on my Sparse Voxel …

brdf_explorer

Compiling the WDAS BRDF Explorer

After quite a struggle, I managed to compile the Walt Disney Animation Studios BRDF Explorer (released during SIGGRAPH) myself. Only to find out that a binary has been available for 2 days. I’ll post some quick info on it anyway, for those interested in compiling (future versions) themselves. Thanks go …

nexus

Unlocking / Rooting the Samsung Galaxy Nexus

After my HTC Wildfire and Motorola Atrix, I’m now on my 3rd Android phone in 3 years: the Samsung Galaxy Nexus. You’d think they break easy, I’m superclumsy or Android phones have a very short lifespan. None of that is true: both old phones I’ve rooted/unlocked now serve family members …