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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 …

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 …

Importance Sampling Techniques for Path Tracing in Participating Media

Eurographics Symposium on Rendering: Day 3

On the third and last day of the Eurographics Symposium on Rendering (EGSR 2012) in Paris, the 29th of june, some attendees turned up with a fuzzy head – I guess most of the German guests had to drown their loss in the EK semi-finals with a lot of wine As …

blur_focus

Eurographics Symposium on Rendering: Day 1

Note: You can find my overview of Day 2 and Day 3 on this blog as well. I have the privilege to attend the annual Eurographics Symposium on Rendering (EGSR) in Paris, France this year. The first warm day is behind us, and it’s time to reflect on and tell about …

Lebesgue-3d-step2

Octree Data Structures

After some days of tweaking my SVO renderer’s performance, it became clear that I needed a more cache-coherent and space-efficient way of storing/accessing the octree data. I decided to start a seperate C++ project that efficiently converts a .binvox Voxel Grid into a Sparse Voxel Octree. Some discussions with my …

dragonwork

Octrees are your friends

After some painstaking debugging (I guess every programmer can start a post like this), I got my Sparse Voxel Octree-based raycaster working. It’s still all CPU-based, to keep things simple for now. As you can see from the following false color images, the efficient skipping of empty space results in …

correction_revelles

Ray / Octree traversal: Parametric Algorithm

I’m implementing my current ray-octree intersection algorithm using an adapted version of the Revelles 2000 paper An efficient parametric algorithm for octree traversal, and after some painstaking debugging, I think I found a bug in the paper’s text. which seems to be acknowledged in this 2005 google groups discussion as …