Dado, BasKol, Timothy R.Bauszat, PabloThiery, Jean-MarcEisemann, ElmarJoaquim Jorge and Ming Lin2016-04-262016-04-2620161467-8659https://doi.org/10.1111/cgf.12841Voxel-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.I.3.3 [Computer Graphics]Picture/Image GenerationDisplay algorithmsI.3.7 [Computer Graphics]Three Dimensional Graphics and RealismRaytracingGeometry and Attribute Compression for Voxel Scenes10.1111/cgf.12841397-407