Efficient Sparse Voxel Octrees

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’s website.  The source code has also been open-sourced with the Apache 2.0 license and posted on Google Code.

I’m not that familiar with previous work in the area, so I don’t know how it stacks up against e.g. Gigavoxels; 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.

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 “old-fashioned way”.  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.

3 thoughts on “Efficient Sparse Voxel Octrees

  1. PolyVox

    This is very much in my area of interest so thanks for bringing to my attention! I had a chance to play with the demo last night and it seemed nice. I estimated by eye that the demo dataset was either 512³ or 1024³ and it ran at around 50 fps on my NVidia GTX 260. There’s a lot of preprocessing (several hours) which I believe is mostly for building the octree, but could also be the ambient occlusion calculations. They also provide a tool for converting your own models into voxel format but I haven’t tried this.

    If I gt a chance I might try importing the voxel models onto my own engine to see how their CUDA raycasting approach compares with extracting the isosurface and rendering triangles. Their format is a little different to mine, though.

    There are several prototype ‘sparse voxel octree’ game engines out there, but this is the first I have seen which has actually released a playable demo to prove it works. Well done NVidia 🙂

  2. Spudd86

    Sounds a bit like the data structures used in cube to represent level geometry: http://cubeengine.com/

    Cube doesn’t use it as voxels… but the contour stuff is like what cube does.

    Cube’s level geometry is real time editable in the game engine, AND very compact.

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