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

I. Demir, R. Westermann

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations


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.

Original languageEnglish
Title of host publicationVMV 2015 - Vision, Modeling and Visualization
PublisherEurographics Association
Number of pages8
ISBN (Electronic)9783905674958
StatePublished - 2015
Event20th International Symposium on Vision, Modeling and Visualization, VMV 2015 - Aachen, Germany
Duration: 7 Oct 201510 Oct 2015

Publication series

NameVMV 2015 - Vision, Modeling and Visualization


Conference20th International Symposium on Vision, Modeling and Visualization, VMV 2015


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