Note
An extended version of this article appeared in Computer
Graphics Forum in 2014. The article describes significant
performance improvements (through better voxelization and morton
code generation), a more in-depth explanation of the SVO building
algorithm, a new example on how to sample additional mesh
properties (normals, colors, ...) and various other additions.
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Abstract
Voxel-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 or no 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.
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