Zellmann, StefanJaroš, MilanAmstutz, JeffersonWald, IngoReina, GuidoRizzi, SilvioGueunet, Charles2025-05-262025-05-262025978-3-03868-274-51727-348Xhttps://doi.org/10.2312/pgv.20251152https://diglib.eg.org/handle/10.2312/pgv20251152We propose a compression-based approach to GPU rendering of large volumetric data using OpenVDB and NanoVDB. We use OpenVDB to create a lossy, fixed-rate compressed representation of the volume on the host, and use NanoVDB to perform fast, low-overhead, and on-the-fly decompression during rendering. We show that this approach is fast, works well even in a (incoherent) Monte Carlo path tracing context, can significantly reduce the memory requirements of volume rendering, and can be used as an almost drop-in replacement into existing 3D texture-based renderers.Attribution 4.0 International LicenseGPU Volume Rendering with Hierarchical Compression Using VDB10.2312/pgv.2025115210 pages