dc.contributor.author | Demir, Ismail | en_US |
dc.contributor.author | Westermann, Rüdiger | en_US |
dc.contributor.editor | David Bommes and Tobias Ritschel and Thomas Schultz | en_US |
dc.date.accessioned | 2015-10-07T05:13:33Z | |
dc.date.available | 2015-10-07T05:13:33Z | |
dc.date.issued | 2015 | en_US |
dc.identifier.isbn | 978-3-905674-95-8 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/vmv.20151259 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Raytracing | en_US |
dc.title | Vector-to-Closest-Point Octree for Surface Ray-Casting | en_US |
dc.description.seriesinformation | Vision, Modeling & Visualization | en_US |
dc.description.sectionheaders | Rendering | en_US |
dc.identifier.doi | 10.2312/vmv.20151259 | en_US |
dc.identifier.pages | 65-72 | en_US |