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dc.contributor.authorBaert, Jeroenen_US
dc.contributor.authorLagae, Aresen_US
dc.contributor.authorDutre´, Philipen_US
dc.contributor.editorKayvon Fatahalian and Christian Theobalten_US
dc.date.accessioned2016-02-18T11:23:02Z
dc.date.available2016-02-18T11:23:02Z
dc.date.issued2013en_US
dc.identifier.isbn978-1-4503-2135-8en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2492045.2492048en_US
dc.description.abstractVoxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in the form of sparse voxel octrees. In this paper, we present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our algorithm allows the input triangle mesh, the output sparse voxel octree, and, most importantly, the intermediate high-resolution 3D voxel grid, to be larger than available memory. We demonstrate that our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and that our out-of-core algorithm can also handle extremely large triangle meshes.en_US
dc.publisherACMen_US
dc.subjectCR Categoriesen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectGraphics data structures and data types Keywordsen_US
dc.subjectoctreeen_US
dc.subjectMorton orderen_US
dc.subjectvoxelizationen_US
dc.titleOut-of-Core Construction of Sparse Voxel Octreesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersAdvanced Rasterizationen_US
dc.identifier.doi10.1145/2492045.2492048en_US
dc.identifier.pages27-32en_US


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