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voxels

Head Render

Sparse Voxel Octree Ray Casting: Texture update

After working on the Out Of Core SVO Builder for the last few months (Paper, Github), I did some hacking on my Voxel Raycaster and voxel pipeline so it now supports sampling voxel colors from textures, which allows for some nice rendering. The details: Simple C++ CPU implementation of Voxel Raycasting. …

triceratops

Out Of Core SVO Builder: 1.1 release

Since the source code of our Out Of Core SVO Builder pipeline was posted on Github last month, a lot of people have reported bugs and suggested fixes. It’s being actively integrated and used in several interesting projects, of which I hope to write more later. Thanks to all of you, …

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 …

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 …

moctree_order

Out-Of-Core construction of Sparse Voxel Octrees

Update:  I published a paper on this at HPG 2013. It contains updated info and a more detailed look into the problem and solution than this blogpost does. During the development of my Sparse Voxel Octree (SVO) raycaster (see last week’s progress report), I had to find a good way to build …

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 …