Geometry and Attribute Compression for Voxel Scenes

Loading...
Thumbnail Image
Date
2016
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to compress arbitrary data, such as colors, normals, or reflectance information. By decoupling geometry and voxel data via a novel mapping scheme, we are able to apply the DAG principle to encode the topology, while using a palette-based compression for the voxel attributes, leading to a drastic memory reduction. Our method outperforms existing state-of-the-art techniques and is well-suited for GPU architectures. We achieve real-time performance on commodity hardware for colored scenes with up to 17 hierarchical levels (a 128K3 voxel resolution), which are stored fully in core.
Description

        
@article{
10.1111:cgf.12841
, journal = {Computer Graphics Forum}, title = {{
Geometry and Attribute Compression for Voxel Scenes
}}, author = {
Dado, Bas
and
Kol, Timothy R.
and
Bauszat, Pablo
and
Thiery, Jean-Marc
and
Eisemann, Elmar
}, year = {
2016
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.12841
} }
Citation