The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.08 - August (2011 vol.17)
pp: 1048-1059
Samuli Laine , NVIDIA Research, Helsinki
Tero Karras , NVIDIA Research, Helsinki
ABSTRACT
HASH(0x297767c)
INDEX TERMS
Voxel, octree, ray tracing, volumetric image representation, GPU, CUDA.
CITATION
Samuli Laine, Tero Karras, "Efficient Sparse Voxel Octrees", IEEE Transactions on Visualization & Computer Graphics, vol.17, no. 8, pp. 1048-1059, August 2011, doi:10.1109/TVCG.2010.240
REFERENCES
[1] C. Dick, J. Krüger, and R. Westermann, “GPU Ray-Casting for Scalable Terrain Rendering,” Proc. Eurographics '09 Conf.—Areas Papers, pp. 43-50, 2009.
[2] L. Szirmay-Kalos and T. Umenhoffer, “Displacement Mapping on the GPU—State of the Art,” Computer Graphics Forum, vol. 27, no. 1, pp. 1567-1592, 2008.
[3] J. Amanatides and A. Woo, “A Fast Voxel Traversal Algorithm for Ray Tracing,” Proc. Eurographics '87 Conf., pp. 3-10, 1987.
[4] A. Knoll, I. Wald, S.G. Parker, and C.D. Hansen, “Interactive Isosurface Ray Tracing of Large Octree Volumes,” Proc. IEEE Symp. Interactive Ray Tracing, pp. 115-124, 2006.
[5] A.M. Knoll, I. Wald, and C.D. Hansen, “Coherent Multiresolution Isosurface Ray Tracing,” Visual Computer, vol. 25, no. 3, pp. 209-225, 2009.
[6] C. Crassin, F. Neyret, S. Lefebvre, and E. Eisemann, “Gigavoxels: Ray-Guided Streaming for Efficient and Detailed Voxel Rendering,” Proc. Symp. Interactive 3D Graphics and games (I3D '09), pp. 15-22, 2009.
[7] T. Ju, F. Losasso, S. Schaefer, and J. Warren, “Dual Contouring of Hermite Data,” Proc. ACM SIGGRAPH '02, pp. 339-346, 2002.
[8] J. Peters and X. Wu, “Sleves for Planar Spline Curves,” Computer Aided Geometric Design, vol. 21, no. 6, pp. 615-635, 2004.
[9] J.M.P. van Waveren and I. Castaño, “Real-Time Normal Map DXT Compression,” http://developer.nvidia.com/objectreal-time-normal-map-dxt-compression.html , 2008.
[10] ATI, “Radeon X800: 3Dc White Paper,” http://www.ati.com/products/radeonx8003DcWhitePaper.pdf , 2005.
[11] J. Munkberg, T. Akenine-Möller, and J. Ström, “High Quality Normal Map Compression,” Proc. Conf. Graphics Hardware '06, pp. 95-102, 2006.
[12] J. Munkberg, O. Olsson, J. Ström, and T. Akenine-Möller, “Tight Frame Normal Map Compression,” Proc. Symp. Graphics Hardware '07, pp. 37-40, 2007.
[13] R. Fernando, “Percentage-Closer Soft Shadows,” Proc. ACM SIGGRAPH '05 Sketches, p. 35, 2005.
[14] A. Robison and P. Shirley, “Image Space Gathering,” Proc. Conf. High Performance Graphics '09, pp. 91-98, 2009.
[15] T. Aila and S. Laine, “Understanding the Efficiency of Ray Traversal on GPUs,” Proc. Conf. High-Performance Graphics '09, pp. 145-149, 2009.
16 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool