 | Dynamic Sparse Voxel Octrees for Next-Gen Real-Time Rendering Crassin, Cyril SIGGRAPH 2012 Course : Beyond Programmable Shading, ACM SIGGRAPH, 2012. (Inproceeding) (Abstract | Links | BibTeX | Tags: Voxel, Real-Time, rendering, gpu, depth-of-field, soft shadows, cone-tracing, octree, VCT) @inproceedings{Cra12, name = {Dynamic Sparse Voxel Octrees for Next-Gen Real-Time Rendering}, author = {Cyril Crassin}, url = {http://www.icare3d.org/research/publications/Cra12/04_crassinVoxels_bps2012.pdf, Slides as PDF http://bps12.idav.ucdavis.edu/, Beyond Programmable Shading SIGGRAPH 2012 Webpage}, year = {2012}, date = {2012-08-07}, booktitle = {SIGGRAPH 2012 Course : Beyond Programmable Shading}, publisher = {ACM SIGGRAPH}, abstract = {Sparse Voxel Octrees have gained a growing interest in the industry over the last few years. In this course, I show how SVOs allow building and storing a multi-resolution pre-filtered representation of a scene's geometry. I also introduce the Voxel Cone Tracing (VCT) technique, which can be used to efficiently integrate visibility and evaluate light transport inside a scene, by replacing massive oversampling inside a cone-shaped footprint, by only one single ray casted inside the pre-filtered voxel representation (adapting the geometric resolution to the sampling resolution). Finally, I show multiple use-cases of such techniques for real-time applications : Rendering massive and highly detailed scenes without any aliasing artifacts, highly controllable multi-bounces global illumination, simulating depth-of-field effects, approximated soft shadows, fully procedural content generation... }, keywords = {Voxel, Real-Time, rendering, gpu, depth-of-field, soft shadows, cone-tracing, octree, VCT} }
Sparse Voxel Octrees have gained a growing interest in the industry over the last few years. In this course, I show how SVOs allow building and storing a multi-resolution pre-filtered representation of a scene's geometry. I also introduce the Voxel Cone Tracing (VCT) technique, which can be used to efficiently integrate visibility and evaluate light transport inside a scene, by replacing massive oversampling inside a cone-shaped footprint, by only one single ray casted inside the pre-filtered voxel representation (adapting the geometric resolution to the sampling resolution). Finally, I show multiple use-cases of such techniques for real-time applications : Rendering massive and highly detailed scenes without any aliasing artifacts, highly controllable multi-bounces global illumination, simulating depth-of-field effects, approximated soft shadows, fully procedural content generation...
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 | Beyond Triangles : GigaVoxels Effects In Video Games Crassin, Cyril; Neyret, Fabrice; Lefebvre, Sylvain; Sainz, Miguel; Eisemann, Elmar SIGGRAPH 2009 : Technical Talk + Poster (Best Poster Award Finalist), ACM SIGGRAPH, 2009. (Inproceeding) (Links | BibTeX | Tags: out-of-core, gpu, voxels, sparse, ray-tracing, depth-of-field, soft shadows) @inproceedings{CNLSE09, name = {Beyond Triangles : GigaVoxels Effects In Video Games}, author = {Crassin, Cyril and Neyret, Fabrice and Lefebvre, Sylvain and Sainz, Miguel and Eisemann, Elmar}, url = {http://artis.imag.fr/Publications/2009/CNLSE09, Talk INRIA Webpage http://maverick.inria.fr/Publications/2009/CNLSE09/GigaVoxels_Siggraph09_Slides.pdf, Slides PDF http://maverick.inria.fr/Publications/2009/CNLSE09/gigavoxels_siggraph09_talk.pdf, Sketch PDF}, year = {2009}, date = {2009-08-01}, booktitle = {SIGGRAPH 2009 : Technical Talk + Poster (Best Poster Award Finalist)}, publisher = {ACM SIGGRAPH}, keywords = {out-of-core, gpu, voxels, sparse, ray-tracing, depth-of-field, soft shadows} }
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