 | 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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 | GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes Crassin, Cyril Grenoble University, 2011. (PhD Thesis) (Abstract | Links | BibTeX | Tags: Voxel, Global Illumination, Real-Time, rendering, out-of-core, gpu, ray-tracing, cone-tracing, octree) @phdthesis{Cra11, name = {GigaVoxels: A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes}, author = {Crassin, Cyril}, url = {http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf, Thesis http://maverick.inria.fr/Publications/2011/Cra11/, INRIA Publication Page}, year = {2011}, date = {2011-07-12}, school = {Grenoble University}, abstract = {In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real-time. Our approach is based on a new volumetric pre-filtered geometry representation and an associated voxel-based approximate cone tracing that allows an accurate and high performance rendering with high quality filtering of highly detailed geometry. In order to bring this voxel representation as a standard real-time rendering primitive, we propose a new GPU-based approach designed to entirely scale to the rendering of very large volumetric datasets. Our system achieves real-time rendering performance for several billion voxels. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. Our solution is based on an adaptive hierarchical data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. We introduce a new GPU cache mechanism providing a very efficient paging of data in video memory and implemented as a very efficient data-parallel process. This cache is coupled with a data production pipeline able to dynamically load or produce voxel data directly on the GPU. One key element of our method is to guide data production and caching in video memory directly based on data requests and usage information emitted directly during rendering. We demonstrate our approach with several applications. We also show how our pre-filtered geometry model and approximate cone tracing can be used to very efficiciently achieve blurry effects and real-time indirect lighting.}, keywords = {Voxel, Global Illumination, Real-Time, rendering, out-of-core, gpu, ray-tracing, cone-tracing, octree} }
In this thesis, we present a new approach to efficiently render large scenes and detailed objects in real-time. Our approach is based on a new volumetric pre-filtered geometry representation and an associated voxel-based approximate cone tracing that allows an accurate and high performance rendering with high quality filtering of highly detailed geometry. In order to bring this voxel representation as a standard real-time rendering primitive, we propose a new GPU-based approach designed to entirely scale to the rendering of very large volumetric datasets. Our system achieves real-time rendering performance for several billion voxels. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. Our solution is based on an adaptive hierarchical data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. We introduce a new GPU cache mechanism providing a very efficient paging of data in video memory and implemented as a very efficient data-parallel process. This cache is coupled with a data production pipeline able to dynamically load or produce voxel data directly on the GPU. One key element of our method is to guide data production and caching in video memory directly based on data requests and usage information emitted directly during rendering. We demonstrate our approach with several applications. We also show how our pre-filtered geometry model and approximate cone tracing can be used to very efficiciently achieve blurry effects and real-time indirect lighting. |