Geometry and Attribute Compression for Voxel Scenes
Date
2016Metadata
Show full item recordAbstract
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 128K3 voxel resolution), which are stored fully in core.
BibTeX
@article {10.1111:cgf.12841,
journal = {Computer Graphics Forum},
title = {{Geometry and Attribute Compression for Voxel Scenes}},
author = {Dado, Bas and Kol, Timothy R. and Bauszat, Pablo and Thiery, Jean-Marc and Eisemann, Elmar},
year = {2016},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12841}
}
journal = {Computer Graphics Forum},
title = {{Geometry and Attribute Compression for Voxel Scenes}},
author = {Dado, Bas and Kol, Timothy R. and Bauszat, Pablo and Thiery, Jean-Marc and Eisemann, Elmar},
year = {2016},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12841}
}