Currently browsing tag

graphics

Real-time Suggestive Contour Rendering

Realized I hadn’t posted this video yet: a couple of months ago, I took a break from the voxels and octrees to redo my Suggestive Contours GPU implementation. My shader-based approach combines the advantages of an object-space method in an image-based approach: It works for high-polycount models Real-time control over …

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: …

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, …

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 …