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dc.contributor.authorBaert, J.en_US
dc.contributor.authorLagae, A.en_US
dc.contributor.authorDutré, Ph.en_US
dc.contributor.editorOliver Deussen and Hao (Richard) Zhangen_US
dc.date.accessioned2015-03-03T12:45:23Z
dc.date.available2015-03-03T12:45:23Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12345en_US
dc.description.abstractVoxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few scenes are available in the form of sparse voxel octrees. In this paper, we present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our algorithm allows the input triangle mesh, the output sparse voxel octree and, most importantly, the intermediate high-resolution 3D voxel grid, to be larger than available memory. We demonstrate that our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and that our out-of-core algorithm can also handle extremely large triangle meshes.We present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and our out-of-core algorithm can also handle extremely large triangle meshesen_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleOut-of-Core Construction of Sparse Voxel Octreesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume33
dc.description.number6


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