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Master Thesis Year : 2010

Animating ultra-complex voxel scenes through shell deformation

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Abstract

Voxel representations have many advantages, such as ordered traversal during rendering and trivial very decent LOD through MIPmap. Special effect companies such Digital Domain or Rhythm&Hues now ex- tensively use voxels engines, for semi-transparent objects such as clouds, avalanches, tornado or explosions, but also for complex solid objects. Several gaming companies are also looking into voxel engines to deal with ever more complex scenes but the main problem when dealing with voxel representations is the amount of data that has to be manipulated. This amount usually prevents animating in real time. To solve these is- sues, ARTIS team developed the Gigavoxels framework: a very powerful voxel engine based on GPU ray-casting, with advanced memory man- agement, so that very complex scenes can be rendered in real-time. The purpose of the TER was to develop a solution for animating voxel objects in real-time, implement it and eventually integrate it to the Gigavoxels framework.
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Dates and versions

hal-00840637 , version 1 (02-07-2013)

Identifiers

  • HAL Id : hal-00840637 , version 1

Cite

Daniel Rios Pavia, Cyril Crassin. Animating ultra-complex voxel scenes through shell deformation. Graphics [cs.GR]. 2010. ⟨hal-00840637⟩
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