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voxels

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 …

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 …

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 …

nodes

Ray / Octree traversal: Parametric algorithm implementation

This is my implementation of a Ray/Octree traversal algorithm using an adapted version of the Revelles 2000 paper An efficient parametric algorithm for octree traversal. I’ve made it compliant with IEEE double precision standard. This implementation is minimal and very bare-bones, but should be a good starting point if you want …

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 …

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 …

work_dragon

Voxel Raycaster: Simply Red

After a short discussion with my promotor Philip Dutré, I rewrote some parts of the basic grid structure to be more compatible with the uninevetable introduction of an octree-based system. No shotgun surgery for me – first I planned it on paper. REAL ACTUAL PAPER. I finished this week by …