Název: | Real-time voxel rendering algorithm based on screen space billboard voxel buffer with sparse lookup textures |
Autoři: | Jabłoński, Szymon Martyn, Tomasz |
Citace zdrojového dokumentu: | WSCG 2016: full papers proceedings: 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 27-36. |
Datum vydání: | 2016 |
Nakladatel: | Václav Skala - UNION Agency |
Typ dokumentu: | konferenční příspěvek conferenceObject |
URI: | wscg.zcu.cz/WSCG2016/!!_CSRN-2601.pdf http://hdl.handle.net/11025/29528 |
ISBN: | 978-80-86943-57-2 |
ISSN: | 2464–4617 (print) 2464–4625 (CD-ROM) |
Klíčová slova: | počítačová grafika;vykreslování voxelů;řídké voxelové oktávy;řídká textura;bodová mračna;geometrický shader;billboarding |
Klíčová slova v dalším jazyce: | computer graphics;voxel rendering;sparse voxel octree;sparse texture;point clouds;geometry shader;billboarding |
Abstrakt: | In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolution voxelized objects. We present a voxel rendering algorithm based on triangle rasterization pipeline with screen space rendering computational complexity. In order to limit the number of vertex shader invocations, voxel filtering algorithm with fixed size voxel data buffer was developed. Voxelized objects are represented by sparse voxel octree (SVO) structure. Using sparse texture available in modern graphics APIs, we create a 3D lookup table for voxel ids. Voxel filtering algorithm is based on 3D sparse texture ray marching approach. Screen Space Billboard Voxel Buffer is filled by voxels from visible voxels point cloud. Thanks to using 3D sparse textures, we are able to store high-resolution objects in VRAM memory. Moreover, sparse texture mipmaps can be used to control object level of detail (LOD). The geometry of a voxelized object is represented by a collection of points extracted from object SVO. Each point is defined by position, normal vector and texture coordinates. We also show how to take advantage of programmable geometry shaders in order to store voxel objects with extremely low memory requirements and to perform real-time visualization. Moreover, geometry shaders are used to generate billboard quads from the point cloud and to perform fast face culling. As a result, we obtained comparable or even better performance results in comparison to SVO ray tracing approach. The number of rendered voxels is limited to defined Screen Space Billboard Voxel Buffer resolution. Last but not least, thanks to graphics card adapter support, developed algorithm can be easily integrated with any graphics engine using triangle rasterization pipeline. |
Práva: | © Václav Skala - UNION Agency |
Vyskytuje se v kolekcích: | WSCG 2016: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
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Jablonsky.pdf | Plný text | 6,91 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/29528
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