The influx of registration spam (fake accounts registering) is just too much for me to keep up with.
Sorry.
The influx of registration spam (fake accounts registering) is just too much for me to keep up with.
Sorry.
I mentioned this I3D 2010 paper in a blog post a while ago, but there was no preprint for it at the time. Now the floodgates of information have been opened with the preprint, a video, and an extended paper all available on the first author’s website. The source code has also been open-sourced with the Apache 2.0 license and posted on Google Code.
I’m not that familiar with previous work in the area, so I don’t know how it stacks up against e.g. Gigavoxels; if anyone has any insight please let me know. One interesting detail from the paper was the way they enhance each cubical voxel with a pair of bounding planes, which they call contours.
They show that the data structure enables casting rays significantly faster than against a triangle model of equivalent complexity. Unfortunately, it appears to still be slower than rendering the triangles the “old-fashioned way”. The technique also requires post-filtering since it does not allow for filtering of color and normal information (which is effectively point-sampled). Finally, building the data structure takes a fair bit of time, making this not particularly well-suited for dynamic scenes.