Grid-Free Out-Of-Core Voxelization to Sparse Voxel Octrees on GPU
dc.contributor.author | Pätzold, Martin | en_US |
dc.contributor.author | Kolb, Andreas | en_US |
dc.contributor.editor | Petrik Clarberg and Elmar Eisemann | en_US |
dc.date.accessioned | 2016-01-19T10:32:57Z | |
dc.date.available | 2016-01-19T10:32:57Z | |
dc.date.issued | 2015 | en_US |
dc.description.abstract | In this paper, we present the first grid-free, out-of-core GPU voxelization method. Our method combines efficient parallel triangle voxelization on GPU with out-of-core technologies in order to allow the processing of scenes with large triangle counts at a high resolution. We directly generate the voxelized data in a sparse voxel octree (SVO) representation, without any intermediate grid structure (''grid-free''). We apply triangle preprocessing and avoid atomic operations, thus leading to an optimized balanced GPU workload and efficient parallel triangle processing. Compared to existing out-of-core CPU approaches, we manage a proper handling of voxel attributes, i.e. all triangle attributes contributing to a voxel are accessible when calculating the voxel attribute. We test and compare our approach to state-of-the-art methods and demonstrate its viability in terms of speed, input triangle count, resolution and output quality. | en_US |
dc.description.sectionheaders | High-Performance Data Processing | en_US |
dc.description.seriesinformation | High-Performance Graphics | en_US |
dc.identifier.doi | 10.1145/2790060.2790067 | en_US |
dc.identifier.isbn | 978-1-4503-3707-6 | en_US |
dc.identifier.pages | 95-104 | en_US |
dc.identifier.uri | https://doi.org/10.1145/2790060.2790067 | en_US |
dc.publisher | ACM Siggraph | en_US |
dc.subject | Grid | en_US |
dc.subject | Free | en_US |
dc.subject | Out | en_US |
dc.subject | Of | en_US |
dc.subject | Core | en_US |
dc.subject | Voxelization | en_US |
dc.subject | Sparse Voxel Octree | en_US |
dc.subject | GPU | en_US |
dc.title | Grid-Free Out-Of-Core Voxelization to Sparse Voxel Octrees on GPU | en_US |