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	<title>Real-Time Rendering &#187; admin</title>
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		<title>Efficient Sparse Voxel Octrees</title>
		<link>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/</link>
		<comments>http://www.realtimerendering.com/blog/efficient-sparse-voxel-octrees/#comments</comments>
		<pubDate>Wed, 17 Feb 2010 20:25:07 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Reports]]></category>
		<category><![CDATA[I3D 2010]]></category>
		<category><![CDATA[sparse voxel octrees]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=1058</guid>
		<description><![CDATA[I mentioned this I3D 2010 paper in a blog post a while ago, but there was no preprint for it at the time.  Now the floodgates of information have been opened with the preprint, a video, and an extended paper all available on the first author&#8217;s website.  The source code has also been open-sourced with [...]]]></description>
			<content:encoded><![CDATA[<p>I mentioned this I3D 2010 paper in <a href="http://www.realtimerendering.com/blog/i3d-2010-papers/">a blog post</a> a while ago, but there was no preprint for it at the time.  Now the floodgates of information have been opened with the preprint, a video, and an extended paper all available on <a href="http://www.tml.tkk.fi/~samuli/">the first author&#8217;s website</a>.  The source code has also been open-sourced with the <a href="http://www.apache.org/licenses/LICENSE-2.0">Apache 2.0 license</a> and <a href="http://code.google.com/p/efficient-sparse-voxel-octrees/">posted on Google Code</a>.</p>
<p>I&#8217;m not that familiar with previous work in the area, so I don&#8217;t know how it stacks up against e.g. <a href="http://artis.imag.fr/Publications/2009/CNLE09/">Gigavoxels</a>; if anyone has any insight please let me know.  One interesting detail from the paper was the way they enhance each cubical voxel with a pair of bounding planes, which they call contours.</p>
<p>They show that the data structure enables casting rays significantly faster than against a triangle model of equivalent complexity.  Unfortunately, it appears to still be slower than rendering the triangles the &#8220;old-fashioned way&#8221;.  The technique also requires post-filtering since it does not allow for filtering of color and normal information (which is effectively point-sampled).  Finally, building the data structure takes a fair bit of time, making this not particularly well-suited for dynamic scenes.</p>
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