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octree

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 …

bunny_comparison

Voxel Raycaster: Progress report

After a few weeks of optimizing and getting a lot of good C++ advice from Ares Lagae, I consider my CPU-based voxel raycaster as done. I now have a good framework to test some more interesting stuff on. It offers real-time performance, even for large voxel grids, and I’ve structured the …

binvox2moctree

Introducing Moctree and Binvox2Moctree

During my PhD work, I’ve ran into a lot of practical issues with constructing and traversing sparse voxel Octrees. I’m introducing a new file format to store them, based on the .binvox file format by Michael Kashdan. The format is called .moctree, which stands for Morton-encoded Octree. It contains the leaf …

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 …

octree1

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 …

499057450

Volume Rendering : An Overview

I made a presentation which outlines the different methods for Volume Rendering, going into detail about Sparse Voxel Octrees ray casting. It gives a good overview on how to tackle the problem of rendering huge datasets. Keywords: Direct volume rendering, texture mapping, splatting, ray marching, octree, kd-tree, memory management, GPU. …