Vector-to-Closest-Point Octree for Surface Ray-Casting

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Date
2015
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
GPU voxel-based surface ray-casting has positioned as an interesting alternative to rasterization-based rendering approaches, because it allows using many processing units simultaneously, can effectively exploit thread level parallelism, and enables fine-granularity occlusion culling on the pixel level. Yet voxel-based techniques face the problem that an extremely high resolution is necessary to avoid block artifacts at high zoom levels. In this work, we propose a novel improvement of voxel-based ray-casting to overcome this limitation. By using a hierarchical Vector-to-Closest-Point (VCP) representation, we can inherit the advantages of a voxel-based approach at a much smoother approximation of the surface. We demonstrate that, although the VCP grid consumes more memory per cell, it requires less memory overall, because it builds upon a significantly shallower tree hierarchy. In a number of examples we demonstrate the use of our approach for high-quality rendering of high resolution surface models.
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@inproceedings{
10.2312:vmv.20151259
, booktitle = {
Vision, Modeling & Visualization
}, editor = {
David Bommes and Tobias Ritschel and Thomas Schultz
}, title = {{
Vector-to-Closest-Point Octree for Surface Ray-Casting
}}, author = {
Demir, Ismail
and
Westermann, Rüdiger
}, year = {
2015
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905674-95-8
}, DOI = {
10.2312/vmv.20151259
} }
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