Vector-to-closest-point octree for surface ray-casting

I. Demir, R. Westermann

Publikation: Beitrag in Buch/Bericht/KonferenzbandKonferenzbeitragBegutachtung

7 Zitate (Scopus)

Abstract

GPU voxel-based surface ray-casting has positioned as an interesting alternative to rasterization-based rendering approaches, because it allows using many processing units simultaneously, can effectively exploit thread level parallelism, and enables fine-granularity occlusion culling on the pixel level. Yet voxel-based techniques face the problem that an extremely high resolution is necessary to avoid block artifacts at high zoom levels. In this work, we propose a novel improvement of voxel-based ray-casting to overcome this limitation. By using a hierarchical Vector-to-Closest-Point (VCP) representation, we can inherit the advantages of a voxel-based approach at a much smoother approximation of the surface. We demonstrate that, although the VCP grid consumes more memory per cell, it requires less memory overall, because it builds upon a significantly shallower tree hierarchy. In a number of examples we demonstrate the use of our approach for high-quality rendering of high resolution surface models.

OriginalspracheEnglisch
TitelVMV 2015 - Vision, Modeling and Visualization
Herausgeber (Verlag)Eurographics Association
Seiten65-72
Seitenumfang8
ISBN (elektronisch)9783905674958
DOIs
PublikationsstatusVeröffentlicht - 2015
Veranstaltung20th International Symposium on Vision, Modeling and Visualization, VMV 2015 - Aachen, Deutschland
Dauer: 7 Okt. 201510 Okt. 2015

Publikationsreihe

NameVMV 2015 - Vision, Modeling and Visualization

Konferenz

Konferenz20th International Symposium on Vision, Modeling and Visualization, VMV 2015
Land/GebietDeutschland
OrtAachen
Zeitraum7/10/1510/10/15

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