skip to main content
10.1145/3588028.3603664acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
poster

VirtualVoxel: Real-Time Large Scale Scene Visualization and Modification

Published:23 July 2023Publication History

ABSTRACT

This short paper introduces VirtualVoxel, a novel rasterization-based voxel renderer that enables real-time rendering of 4M3 resolution voxel scenes. VirtualVoxel combines the benefits of virtual texture and virtual geometry, allowing for efficient storage and rendering of texture and geometry information simultaneously.

Similar to the VirtualTexture approach, VirtualVoxel streams the appropriate level of detail into GPU memory, ensuring optimal performance. However, unlike previous graph-based voxel visualization methods, VirtualVoxel stores data linearly and employs the rasterization rendering pipeline, resulting in highly efficient modification of large scenes.

VirtualVoxel’s high-performance capabilities make it ideal for a wide range of applications, from video games to scientific visualizations. It can render scenes at resolutions of up to 4M3 voxels in real-time, providing artists and designers with a powerful new tool for creating stunning graphics.

Skip Supplemental Material Section

Supplemental Material

References

  1. Christopher A Burns and Warren A Hunt. 2013. The visibility buffer: a cache-friendly approach to deferred shading. Journal of Computer Graphics Techniques (JCGT) 2, 2 (2013), 55–69.Google ScholarGoogle Scholar
  2. Victor Careil, Markus Billeter, and Elmar Eisemann. 2020. Interactively modifying compressed sparse voxel representations. In Computer Graphics Forum, Vol. 39. Wiley Online Library, 111–119.Google ScholarGoogle Scholar
  3. Cyril Crassin and Simon Green. 2012. Octree-based sparse voxelization using the GPU hardware rasterizer. OpenGL Insights (2012), 303–318.Google ScholarGoogle Scholar
  4. Brian Karis, Rune Stubbe, and Graham Wihlidal. 2021. A Deep Dive into Nanite Virtualized Geometry. In ACM SIGGRAPH.Google ScholarGoogle Scholar
  5. Samuli Laine and Tero Karras. 2010. Efficient sparse voxel octrees. In Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games. 55–63.Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. VirtualVoxel: Real-Time Large Scale Scene Visualization and Modification

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      SIGGRAPH '23: ACM SIGGRAPH 2023 Posters
      July 2023
      111 pages
      ISBN:9798400701528
      DOI:10.1145/3588028

      Copyright © 2023 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 23 July 2023

      Check for updates

      Qualifiers

      • poster
      • Research
      • Refereed limited

      Acceptance Rates

      Overall Acceptance Rate1,822of8,601submissions,21%

      Upcoming Conference

      SIGGRAPH '24
    • Article Metrics

      • Downloads (Last 12 months)134
      • Downloads (Last 6 weeks)5

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format