{"id":1058,"date":"2010-02-17T14:25:07","date_gmt":"2010-02-17T20:25:07","guid":{"rendered":"http:\/\/www.realtimerendering.com\/blog\/?p=1058"},"modified":"2010-02-17T14:25:07","modified_gmt":"2010-02-17T20:25:07","slug":"efficient-sparse-voxel-octrees","status":"publish","type":"post","link":"https:\/\/www.realtimerendering.com\/blog\/efficient-sparse-voxel-octrees\/","title":{"rendered":"Efficient Sparse Voxel Octrees"},"content":{"rendered":"<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.\u00a0 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>.\u00a0 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>\n<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.\u00a0 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>\n<p>They show that the data structure enables casting rays significantly faster than against a triangle model of equivalent complexity.\u00a0 Unfortunately, it appears to still be slower than rendering the triangles the &#8220;old-fashioned way&#8221;.\u00a0 The technique also requires post-filtering since it does not allow for filtering of color and normal information (which is effectively point-sampled).\u00a0 Finally, building the data structure takes a fair bit of time, making this not particularly well-suited for dynamic scenes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I mentioned this I3D 2010 paper in a blog post a while ago, but there was no preprint for it at the time.\u00a0 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.\u00a0 The source code has also been open-sourced with [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[48],"tags":[295,362],"class_list":["post-1058","post","type-post","status-publish","format-standard","hentry","category-reports","tag-i3d-2010","tag-sparse-voxel-octrees"],"_links":{"self":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1058","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/comments?post=1058"}],"version-history":[{"count":2,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1058\/revisions"}],"predecessor-version":[{"id":1060,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/posts\/1058\/revisions\/1060"}],"wp:attachment":[{"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/media?parent=1058"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/categories?post=1058"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.realtimerendering.com\/blog\/wp-json\/wp\/v2\/tags?post=1058"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}