Sparse Voxel DAGs for Shadows and for Geometry with Colors
Licentiate thesis, 2018
This thesis is a collection of three papers where we in Paper I solve the problem with slow construction times while also further compressing the DAG, allowing much faster feedback to anĀ artist making changes to a scene and also opening up the possibility to recompute the DAG in run time for slowly moving shadows.
If a unique color per voxel is desired, which uncompressed would require 3 bytes per voxel, we realize that the benefit from compressing the geometry (down to or even below one bit per voxel) is rendered practically useless. We thus need to find a way to compress the colors as well. In Paper IIA, we solve this issue by mapping the voxel colors to a texture, allowing for the use of conventional compression algorithms, as well as a novel format designed for real-timeĀ performance. In Paper IIB, we further significantly improve the compression.
directed acyclic graph
octree
compression
voxel
geometry
shadows
colors
Author
Dan Dolonius
Chalmers, Computer Science and Engineering (Chalmers), Computer Engineering (Chalmers)
Fast, Memory-Efficient Construction of Voxelized Shadows
IEEE Transactions on Visualization and Computer Graphics,;Vol. 22(2016)p. 2239-2248
Journal article
Compressing color data for voxelized surface geometry
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games,;(2017)p. 13:1--13:10-
Paper in proceeding
Compressing color data for voxelized surface geometry
Subject Categories
Computer Engineering
Other Computer and Information Science
Media Engineering
Computer Science
Technical report L - Department of Computer Science and Engineering, Chalmers University of Technology and Göteborg University: 177
Publisher
Chalmers
EL41
Opponent: Ass.Prof. Jonas Unger, Linköping University - campus Norrköping, Sweden.