Add Empty Nodes Time

Out-Of-Core Sparse Voxel Octree Building: Skipping empty space

I’m currently rewriting my Sparse Voxel Octree builder (and the preceding voxelization pipeline) for a paper I’m writing and hoping to submit to the HPG (High Performance Graphics) conference. The goal is to have a total out-of-core pipeline to go from polygon mesh to an annotated SVO. Annotated, as in: …

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, …

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 …

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 …