Show simple item record

dc.contributor.authorHoetzlein, Rama Karlen_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:08:26Z
dc.date.available2016-06-17T14:08:26Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161197en_US
dc.description.abstractSimulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific visualization, whereas convincing simulations and realistic visuals are challenges in motion pictures. Both require volumes with dynamic topology, very large domains, and efficient high quality rendering.We present the GPU voxel database structure, GVDB, based on the voxel database topology of Museth [Mus13], as a method for efficient GPU-based compute and raytracing on a sparse hierarchy of grids. GVDB introduces an indexed memory pooling design for dynamic topology, and a novel hierarchical traversal for efficient raytracing on the GPU. Examples are provided for ray sampling of volumetric data, rendering of isosurfaces with multiple scattering, and raytracing of level sets. We demonstrate that GVDB can give large performance improvements over CPU methods with identical quality.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.titleGVDB: Raytracing Sparse Voxel Database Structures on the GPUen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersRay Tracingen_US
dc.identifier.doi10.2312/hpg.20161197en_US
dc.identifier.pages109-117en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record