Geometry and Attribute Compression for Voxel Scenes
Voxel‐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...
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| Vydané v: | Computer graphics forum Ročník 35; číslo 2; s. 397 - 407 |
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| Hlavní autori: | , , , , |
| Médium: | Journal Article |
| Jazyk: | English |
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Oxford
Blackwell Publishing Ltd
01.05.2016
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | Voxel‐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 128K3voxel resolution), which are stored fully in core. |
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| AbstractList | Voxel‐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 128K3voxel resolution), which are stored fully in core. Voxel‐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 128K 3 voxel resolution), which are stored fully in core. Voxel-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 128K super(3)voxel resolution), which are stored fully in core. |
| Author | Bauszat, Pablo Kol, Timothy R. Dado, Bas Thiery, Jean-Marc Eisemann, Elmar |
| Author_xml | – sequence: 1 givenname: Bas surname: Dado fullname: Dado, Bas organization: Delft University of Technology – sequence: 2 givenname: Timothy R. surname: Kol fullname: Kol, Timothy R. email: t.r.kol@tudelft.nl organization: Delft University of Technology – sequence: 3 givenname: Pablo surname: Bauszat fullname: Bauszat, Pablo email: p.bauszat@tudelft.nl organization: Delft University of Technology – sequence: 4 givenname: Jean-Marc surname: Thiery fullname: Thiery, Jean-Marc organization: Delft University of Technology – sequence: 5 givenname: Elmar surname: Eisemann fullname: Eisemann, Elmar email: e.eisemann@tudelft.nl organization: Delft University of Technology |
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| Cites_doi | 10.1145/1141911.1141926 10.1111/j.1467-8659.2010.01737.x 10.1007/978-1-4419-1197-1 10.1145/2461912.2462024 10.1145/2699276.2699284 10.1109/TVCG.2010.240 10.1145/2601097.2601221 10.1145/1071866.1071877 10.1109/VISUAL.2002.1183757 10.1111/cgf.12280 10.1007/s00371-008-0261-9 10.1145/1507149.1507152 10.1145/2856400.2856420 10.1016/0146-664X(82)90104-6 10.1145/256157.256159 10.1109/TIP.2003.819861 10.1201/b10648-50 10.1145/2601097.2601163 10.1016/0146-664X(80)90055-6 |
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| References_xml | – reference: Sintorn E., Kämpe V., Olsson O., Assarsson U.: Compact precomputed voxelized shadows. Trans. on Graphics 33, 4 (2014), 150. 2 – reference: Wang Z., Bovik A. C., Sheikh H. R., Simoncelli E. P.: Image quality assessment: From error visibility to structural similarity. IEEE Trans. on Image Processing 13, 4 (2004), 600-612. 7, 8 – reference: Williams B. R.: Moxel DAGs: Connecting material information to high resolution sparse voxel DAGs. Master's thesis, California Polytechnic State University, 2015. 2 – reference: Meyer Q., Süssmuth J., Sussner G., Stamminger M., Greiner G.: On floating-point normal vectors. Computer Graphics Forum 29, 4 (2010), 1405-1409. 2, 5 – reference: Cigolle Z. H., Donow S., Evangelakos D., Mara M., McGuire M., Meyer Q.: A survey of efficient representations for independent unit vectors. Journal of Computer Graphics Techniques 3, 2 (2014), 1-30. 2, 5 – reference: Laine S., Karras T.: Efficient sparse voxel octrees - analysis, extensions, and implementation. Tech. rep., NVIDIA Corporation, 2010. 1, 8, 9 – reference: Balsa Rodríguez M., Gobbetti E., Iglesias Guitián J., Makhinya M., Marton F., Pajarola R., Suter S.: State-of-the-art in compressed GPU-based direct volume rendering. Computer Graphics Forum 33, 6 (2014), 77-100. 1, 2, 6 – reference: Lefebvre S., Hoppe H.: Perfect spatial hashing. Trans. on Graphics 25, 3 (2006), 579-588. 2 – reference: Gobbetti E., Marton F., Iglesias Guitián J. A.: A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. The Visual Computer 24, 7 (2008), 797-806. 2 – reference: Klein G. A.: Industrial color physics. Springer, 2010. 7 – reference: Fuhrmann S., Goesele M.: Floating scale surface reconstruction. Trans. on Graphics 33, 4 (2014), 46. 6 – reference: Meagher D.: Geometric modeling using octree encoding. Computer Graphics and Image Processing 19, 2 (1982), 129-147. 1, 2 – reference: Jackins C. L., Tanimoto S. L.: Oct-trees and their use in representing three-dimensional objects. Computer Graphics and Image Processing 14, 3 (1980), 249-270. 1, 2 – reference: Laine S., Karras T.: Efficient sparse voxel octrees. Trans. on Visualization and Computer Graphics 17, 8 (2011), 1048-1059. 2, 9 – reference: Kämpe V., Sintorn E., Assarsson U.: High resolution sparse voxel DAGs. Trans. on Graphics 32, 4 (2013), 101. 2, 3, 8 – reference: Everitt C.: Interactive order-independent transparency. Tech. rep., NVIDIA Corporation, 2001. 6 – reference: Xiang Z.: Color image quantization by minimizing the maximum intercluster distance. Trans. on Graphics 16, 3 (1997), 260-276. 2, 5 – volume: 3 start-page: 1 issue: 2 year: 2014 end-page: 30 article-title: A survey of efficient representations for independent unit vectors publication-title: Journal of Computer Graphics Techniques – start-page: 53 year: 2002 end-page: 60 – volume: 33 start-page: 46 issue: 4 year: 2014 article-title: Floating scale surface reconstruction publication-title: Trans. on Graphics – volume: 17 start-page: 1048 issue: 8 year: 2011 end-page: 1059 article-title: Efficient sparse voxel octrees publication-title: Trans. on Visualization and Computer Graphics – start-page: 643 end-page: 676 – start-page: 111 year: 2006 end-page: 120 – volume: 13 start-page: 600 issue: 4 year: 2004 end-page: 612 article-title: Image quality assessment: From error visibility to structural similarity publication-title: IEEE Trans. on Image Processing – volume: 32 start-page: 101 issue: 4 year: 2013 article-title: High resolution sparse voxel DAGs publication-title: Trans. on Graphics – start-page: 2 year: 2016 – start-page: 105 year: 2012 end-page: 114 – start-page: 1 year: 2010 – start-page: 339 year: 2007 end-page: 349 – volume: 14 start-page: 249 issue: 3 year: 1980 end-page: 270 article-title: Oct‐trees and their use in representing three‐dimensional objects publication-title: Computer Graphics and Image Processing – volume: 24 start-page: 797 issue: 7 year: 2008 end-page: 806 article-title: A single‐pass GPU ray casting framework for interactive out‐of‐core rendering of massive volumetric datasets publication-title: The Visual Computer – volume: 33 start-page: 77 issue: 6 year: 2014 end-page: 100 article-title: State‐of‐the‐art in compressed GPU‐based direct volume rendering publication-title: Computer Graphics Forum – volume: 29 start-page: 1405 issue: 4 year: 2010 end-page: 1409 article-title: On floating‐point normal vectors publication-title: Computer Graphics Forum – start-page: 25 year: 2015 end-page: 30 – volume: 33 start-page: 150 issue: 4 year: 2014 article-title: Compact precomputed voxelized shadows publication-title: Trans. on Graphics – start-page: 15 year: 2009 end-page: 22 – start-page: 6 year: 2001 – start-page: 2 year: 2015 – start-page: 7 year: 2010 – volume: 16 start-page: 260 issue: 3 year: 1997 end-page: 276 article-title: Color image quantization by minimizing the maximum intercluster distance publication-title: Trans. on Graphics – volume: 19 start-page: 129 issue: 2 year: 1982 end-page: 147 article-title: Geometric modeling using octree encoding publication-title: Computer Graphics and Image Processing – start-page: 461 year: 2003 end-page: 468 – start-page: 63 year: 2005 end-page: 70 – volume: 25 start-page: 579 issue: 3 year: 2006 end-page: 588 article-title: Perfect spatial hashing publication-title: Trans. on Graphics – start-page: 1 volume-title: Efficient sparse voxel octrees – analysis, extensions, and implementation year: 2010 ident: e_1_2_8_18_2 – ident: e_1_2_8_24_2 – start-page: 2 volume-title: Moxel DAGs: Connecting material information to high resolution sparse voxel DAGs year: 2015 ident: e_1_2_8_27_2 – ident: e_1_2_8_16_2 doi: 10.1145/1141911.1141926 – ident: e_1_2_8_21_2 doi: 10.1111/j.1467-8659.2010.01737.x – ident: e_1_2_8_13_2 doi: 10.1007/978-1-4419-1197-1 – ident: e_1_2_8_14_2 doi: 10.1145/2461912.2462024 – ident: e_1_2_8_15_2 doi: 10.1145/2699276.2699284 – ident: e_1_2_8_19_2 doi: 10.1109/TVCG.2010.240 – ident: e_1_2_8_25_2 doi: 10.1145/2601097.2601221 – ident: e_1_2_8_23_2 doi: 10.1145/1071866.1071877 – ident: e_1_2_8_9_2 doi: 10.1109/VISUAL.2002.1183757 – volume: 3 start-page: 1 issue: 2 year: 2014 ident: e_1_2_8_3_2 article-title: A survey of efficient representations for independent unit vectors publication-title: Journal of Computer Graphics Techniques – ident: e_1_2_8_2_2 doi: 10.1111/cgf.12280 – ident: e_1_2_8_17_2 – ident: e_1_2_8_8_2 doi: 10.1007/s00371-008-0261-9 – ident: e_1_2_8_22_2 – ident: e_1_2_8_4_2 doi: 10.1145/1507149.1507152 – ident: e_1_2_8_11_2 doi: 10.1145/2856400.2856420 – ident: e_1_2_8_20_2 doi: 10.1016/0146-664X(82)90104-6 – ident: e_1_2_8_28_2 doi: 10.1145/256157.256159 – ident: e_1_2_8_26_2 doi: 10.1109/TIP.2003.819861 – ident: e_1_2_8_5_2 doi: 10.1201/b10648-50 – ident: e_1_2_8_7_2 doi: 10.1145/2601097.2601163 – ident: e_1_2_8_10_2 – ident: e_1_2_8_12_2 doi: 10.1016/0146-664X(80)90055-6 – start-page: 6 volume-title: Interactive order‐independent transparency year: 2001 ident: e_1_2_8_6_2 |
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| Title | Geometry and Attribute Compression for Voxel Scenes |
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