 | Interactive GigaVoxels Crassin, Cyril; Neyret, Fabrice; Lefebvre, Sylvain INRIA Technical Report 2008. (Techreport) (Abstract | Links | BibTeX | Tags: gpu, voxels, sparse, ray-tracing, real-time rendering, volumes, hypertextures, visibility, ray-casting, octree) @techreport{CNL08, name = {Interactive GigaVoxels}, author = {Crassin, Cyril and Neyret, Fabrice and Lefebvre, Sylvain}, url = {http://maverick.inria.fr/Publications/2008/CNL08, INRIA Webpage http://maverick.inria.fr/Publications/2008/CNL08/RR-6567.pdf, Technical Report http://maverick.inria.fr/Publications/2008/CNL08/PresGigaVoxels.ppt, Presentation PPT}, year = {2008}, date = {2008-01-01}, institution = {INRIA Technical Report}, abstract = {We propose a new approach for the interactive rendering of large highly detailed scenes. It is based on a new representation and algorithm for large and detailed volume data, especially well suited to cases where detail is concentrated at the interface between free space and clusters of density. This is for instance the case with cloudy sky, landscape, as well as data currently represented as hypertextures or volumetric textures. Existing approaches do not efficiently store, manage and render such data, especially at high resolution and over large extents. Our method is based on a dynamic generalized octree with MIP-mapped 3D texture bricks in its leaves. Data is stored only for visible regions at the current viewpoint, at the appropriate resolution. Since our target scenes contain many sparse opaque clusters, this maintains low memory and bandwidth consumption during exploration. Ray-marching allows to quickly stops when reaching opaque regions. Also, we efficiently skip areas of constant density. A key originality of our algorithm is that it directly relies on the ray-marcher to detect missing data. The march along every ray in every pixel may be interrupted while data is generated or loaded. It hence achieves interactive performance on very large volume data sets. Both our data structure and algorithm are well-fitted to modern GPUs.}, keywords = {gpu, voxels, sparse, ray-tracing, real-time rendering, volumes, hypertextures, visibility, ray-casting, octree} }
We propose a new approach for the interactive rendering of large highly detailed scenes. It is based on a new representation and algorithm for large and detailed volume data, especially well suited to cases where detail is concentrated at the interface between free space and clusters of density. This is for instance the case with cloudy sky, landscape, as well as data currently represented as hypertextures or volumetric textures. Existing approaches do not efficiently store, manage and render such data, especially at high resolution and over large extents. Our method is based on a dynamic generalized octree with MIP-mapped 3D texture bricks in its leaves. Data is stored only for visible regions at the current viewpoint, at the appropriate resolution. Since our target scenes contain many sparse opaque clusters, this maintains low memory and bandwidth consumption during exploration. Ray-marching allows to quickly stops when reaching opaque regions. Also, we efficiently skip areas of constant density. A key originality of our algorithm is that it directly relies on the ray-marcher to detect missing data. The march along every ray in every pixel may be interrupted while data is generated or loaded. It hence achieves interactive performance on very large volume data sets. Both our data structure and algorithm are well-fitted to modern GPUs. |
 | Représentation et Algorithmes pour l'Exploration Interactive de Volumes Procéduraux Étendus et Détaillés Crassin, Cyril 2007. (Mastersthesis) (Abstract | Links | BibTeX | Tags: Voxel, gpu, real-time rendering, visibility, ray-casting, octree) @masterthesis{Cra07, name = {Représentation et Algorithmes pour l'Exploration Interactive de Volumes Procéduraux Étendus et Détaillés}, author = {Crassin, Cyril}, url = {http://maverick.inria.fr/Publications/2007/CN07/, INRIA Publication Page http://maverick.inria.fr/Publications/2007/CN07/RapportINRIA.pdf, Thesis Document}, year = {2007}, date = {2007-01-01}, school = {M2 Recherche UJF/INPG, INRIA}, abstract = {Les scènes naturelles sont souvent a la fois très riches en détails et spatialement vastes. Dans ce projet, on s’intéresse notamment a des données volumiques de type nuage, avalanche, écume. L’industrie des effets spéciaux s’appuie sur des solutions logicielles de rendu de gros volumes de voxels, qui ont permis de très beau résultats, mais a très fort coût en temps de calcul et en mémoire. Réciproquement, la puissance des cartes graphiques programmable (GPU) entraine une convergence entre le domaine du temps réel et du rendu réaliste, cependant la mémoire limitée des cartes fait que les données volumiques représentables en temps réel restent faibles (512 3 est un maximum). Proposer des structures et algorithmes adaptées au GPU permettant un réel passage a l’échelle, et ainsi, de traiter interactivement ce qui demande actuellement des heures de calcul, est le défi que ce projet cherche a relever.}, keywords = {Voxel, gpu, real-time rendering, visibility, ray-casting, octree} }
Les scènes naturelles sont souvent a la fois très riches en détails et spatialement vastes. Dans ce projet, on s’intéresse notamment a des données volumiques de type nuage, avalanche, écume. L’industrie des effets spéciaux s’appuie sur des solutions logicielles de rendu de gros volumes de voxels, qui ont permis de très beau résultats, mais a très fort coût en temps de calcul et en mémoire. Réciproquement, la puissance des cartes graphiques programmable (GPU) entraine une convergence entre le domaine du temps réel et du rendu réaliste, cependant la mémoire limitée des cartes fait que les données volumiques représentables en temps réel restent faibles (512 3 est un maximum). Proposer des structures et algorithmes adaptées au GPU permettant un réel passage a l’échelle, et ainsi, de traiter interactivement ce qui demande actuellement des heures de calcul, est le défi que ce projet cherche a relever. |