TY - GEN
T1 - Vector-to-closest-point octree for surface ray-casting
AU - Demir, I.
AU - Westermann, R.
N1 - Publisher Copyright:
© 2015 The Eurographics Association.
PY - 2015
Y1 - 2015
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85006952710&partnerID=8YFLogxK
U2 - 10.2312/vmv.20151259
DO - 10.2312/vmv.20151259
M3 - Conference contribution
AN - SCOPUS:85006952710
T3 - VMV 2015 - Vision, Modeling and Visualization
SP - 65
EP - 72
BT - VMV 2015 - Vision, Modeling and Visualization
PB - Eurographics Association
T2 - 20th International Symposium on Vision, Modeling and Visualization, VMV 2015
Y2 - 7 October 2015 through 10 October 2015
ER -