Geometry and Attribute Compression for Voxel Scenes

Journal Article (2016)
Author(s)

B Dado

Timothy R. Kol (TU Delft - Computer Graphics and Visualisation)

Pablo Bauszat (TU Delft - Computer Graphics and Visualisation)

Jean-Marc Thiery (TU Delft - Computer Graphics and Visualisation)

Elmar Eisemann (TU Delft - Computer Graphics and Visualisation)

DOI related publication
https://doi.org/10.1111/cgf.12841 Final published version
More Info
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Publication Year
2016
Language
English
Issue number
2
Volume number
35
Pages (from-to)
397-407
Event
Downloads counter
182

Abstract

Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compress arbitrary data, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette-based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state-of-the-art techniques and is well-suited for GPU architectures. We achieve real-time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3voxel resolution), which are stored fully in core.