inria-00510233, version 1
Beyond Triangles : GigaVoxels Effects In Video Games
Cyril Crassin
1, 2Fabrice Neyret
a, 1, 2Sylvain Lefebvre
3Miguel Sainz 4Elmar Eisemann
1, 2, 5
SIGGRAPH 2009 : Technical talk (2009)
Abstract: Voxel representations are commonly used for scientific data visualization, but also for many special effects involving complex or fuzzy data (e.g., clouds, smoke, foam). Since voxel rendering permits better and easier filtering than triangle-based representations it is also an efficient high-quality choice for complex meshes (with several triangles per pixel) and detailed geometric data (e.g., boats in Pirates of the Caribbean). We have shown in [Crassin et al. 2009] that highly detailed voxel data can be rendered in high quality at real-time rates. The work foreshadows the use of very large volumetric data sets in the context of video-games. Our system, based on ray-casting of a generalized sparse octree structure on GPU, achieves high rendering performance for billions of voxels. To further underline the usefulness in the context of video games, this sketch introduces new features of our system, namely free object instantiation and the mixing with existing triangle scenes. We also demonstrate how to render complex visual effects like depthof- fields or approximated soft shadows in very efficient ways, exploiting intrinsic properties of our multi-resolution scheme.
- a – CNRS
- 1: Laboratoire Jean Kuntzmann (LJK)
- CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Université Pierre Mendès-France - Grenoble II – Institut Polytechnique de Grenoble - Grenoble Institute of Technology
- 2: ARTIS (INRIA Grenoble Rhône-Alpes / LJK Laboratoire Jean Kuntzmann)
- CNRS : FR71 – INRIA – Laboratoire Jean Kuntzmann – CNRS : UMR5224 – Université Joseph Fourier - Grenoble I – Institut National Polytechnique de Grenoble (INPG)
- 3: REVES (INRIA Sophia Antipolis)
- INRIA
- 4: NVIDIA (NVIDIA)
- NVIDIA Corp.
- 5: Institut Télécom - Télécom ParisTech
- Télécom ParisTech
- Domain : Computer Science/Computer Graphics and Virtual Reality
- Keywords : GPU – voxels – sparse – out-of-core – ray-tracing – depth-of-field – soft shadows
- inria-00510233, version 1
- http://hal.inria.fr/inria-00510233
- oai:hal.inria.fr:inria-00510233
- From: Fabrice Neyret
- Submitted for:
- Submitted on: Friday, 27 August 2010 17:19:28
- Updated on: Friday, 22 April 2011 12:02:44












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