Quantizing Intersections Using Compact Voxels
dc.contributor.author | Chen, Y.‐Y. | en_US |
dc.contributor.author | Chen, Y.‐J. | en_US |
dc.contributor.author | Chien, S.‐Y. | en_US |
dc.contributor.editor | Chen, Min and Zhang, Hao (Richard) | en_US |
dc.date.accessioned | 2018-01-10T07:36:14Z | |
dc.date.available | 2018-01-10T07:36:14Z | |
dc.date.issued | 2017 | |
dc.description.abstract | Efficient intersection queries are important for ray tracing. However, building and maintaining the acceleration structures is demanding, especially for fully dynamic scenes. In this paper, we propose a quantized intersection framework based on compact voxels to quantize the intersection as an approximation. With high‐resolution voxels, the scene geometry can be well represented, which enables more accurate simulation of global illumination, such as detailed glossy reflections. In terms of memory usage in our graphics processing unit implementation, voxels are binarized and compactly encoded in a few 2D textures. We evaluate the rendering quality at various voxel resolutions. Empirically, high‐fidelity rendering can be achieved at the voxel resolution of 1 K or above, which produces images very similar to those of ray tracing. Moreover, we demonstrate the feasibility of our framework for various illumination effects with several applications, including first‐bounce indirect illumination, glossy refraction, path tracing, direct illumination, and ambient occlusion.Efficient intersection queries are important for ray tracing. However, building and maintaining the acceleration structures is demanding, especially for fully dynamic scenes. In this paper, we propose a quantized intersection framework based on compact voxels to quantize the intersection as an approximation. With high‐resolution voxels, the scene geometry can be well represented, which enables more accurate simulation of global illumination, such as detailed glossy reflections. In terms of memory usage in our GPU implementation, voxels are binarized and compactly encoded in a few 2D textures. We evaluate the rendering quality at various voxel resolutions. | en_US |
dc.description.number | 6 | |
dc.description.sectionheaders | Articles | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 36 | |
dc.identifier.doi | 10.1111/cgf.12855 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 76-85 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.12855 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf12855 | |
dc.publisher | © 2017 The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | interactive global illumination | |
dc.subject | GPU voxelization | |
dc.subject | voxel ray tracing | |
dc.subject | I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Raytracing | |
dc.title | Quantizing Intersections Using Compact Voxels | en_US |