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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 …

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 …

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 :) …

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 …

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 …

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 …

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 …

Ray / Octree traversal

Since the basic work on my voxel raycaster is finished (Crunching voxels with 3D DDA – generalized Bresenham – in a 3D array), it’s time to start looking at hierarchical structures and the methods of switching between several Levels of Detail, which is the direction my PhD will be heading …

Voxel Raycaster: Enter the Stanford zoo

If you’ve looked at some computer graphics literature before, you’ve probably noticed that a lot of models are used over and over again, like the Utah Teapot. Last days, I’ve been working on import functions which allow me to load the Stanford standard benchmark models in and render them, voxelized. …