Sparse Voxel DAGs for Shadows and for Geometry with Colors
Licentiatavhandling, 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 an 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-time performance. In Paper IIB, we further significantly improve the compression.
directed acyclic graph
octree
compression
voxel
geometry
shadows
colors
Författare
Dan Dolonius
Chalmers, Data- och informationsteknik, Datorteknik
Fast, Memory-Efficient Construction of Voxelized Shadows
IEEE Transactions on Visualization and Computer Graphics,;Vol. 22(2016)p. 2239-2248
Artikel i vetenskaplig tidskrift
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 i proceeding
Compressing color data for voxelized surface geometry
Ämneskategorier
Datorteknik
Annan data- och informationsvetenskap
Mediateknik
Datavetenskap (datalogi)
Technical report L - Department of Computer Science and Engineering, Chalmers University of Technology and Göteborg University: 177
Utgivare
Chalmers
EL41
Opponent: Ass.Prof. Jonas Unger, Linköping University - campus Norrköping, Sweden.