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dc.contributor.authorDemir, Ismailen_US
dc.contributor.authorWestermann, Rüdigeren_US
dc.contributor.editorDavid Bommes and Tobias Ritschel and Thomas Schultzen_US
dc.date.accessioned2015-10-07T05:13:33Z
dc.date.available2015-10-07T05:13:33Z
dc.date.issued2015en_US
dc.identifier.isbn978-3-905674-95-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vmv.20151259en_US
dc.description.abstractGPU 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.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.titleVector-to-Closest-Point Octree for Surface Ray-Castingen_US
dc.description.seriesinformationVision, Modeling & Visualizationen_US
dc.description.sectionheadersRenderingen_US
dc.identifier.doi10.2312/vmv.20151259en_US
dc.identifier.pages65-72en_US


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  • VMV15
    ISBN 978-3-905674-95-8

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