Voxel DAGs and Multiresolution Hierarchies

From Large-Scale Scenes to Pre-computed Shadows

Conference Paper (2018)
Author(s)

Ulf Assarsson (Chalmers University of Technology)

Markus Billeter (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Dan Dolonius (Chalmers University of Technology)

Elmar Eisemann (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Alberto Jaspe (CRS4 Visual Computing)

Leonardo Scandolo (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Erik Sintorn (Chalmers University of Technology)

Research Group
Computer Graphics and Visualisation
DOI related publication
https://doi.org/10.2312/egt.20181028 Final published version
More Info
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Publication Year
2018
Language
English
Research Group
Computer Graphics and Visualisation
Pages (from-to)
1-32
Event
Eurographics 2018 (2018-04-16 - 2018-04-20), Aula, Delft, Netherlands
Downloads counter
235

Abstract

In this tutorial, we discuss voxel DAGs and multiresolution hierarchies, which are representations that can encode large volumes of data very efficiently. Despite a significant compression ration, an advantage of these structures is that their content can be efficiently accessed in real-time. This property enables various applications. We begin the tutorial by introducing the concepts of sparsity and of coherency in voxel structures, and explain how a directed acyclic graph (DAG) can be used to represent voxel geometry in a form that exploits both aspects, while remaining usable in its compressed from for e.g. ray casting. In this context, we also discuss extensions that cover the time domain or consider an advanced encoding strategies exploiting symmetries and entropy. We then move on to voxel attributes, such as colors, and explain how to integrate such information with the voxel DAGs. We will provide implementation details and present methods for efficiently constructing the DAGs and also cover how to efficiently access the data structures with e.g. GPU-based ray tracers. The course will be rounded of with a segment on applications. We highlight a few examples and show their results. Pre-computed shadows are a special application, which will be covered in detail. In this context, we also explain how some of previous ideas contribute to multi-resolution hierarchies, which gives an outlook on the potential generality of the presented solutions.