Geometry and Attribute Compression for Voxel Scenes.
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| Title: | Geometry and Attribute Compression for Voxel Scenes. |
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| Authors: | Dado, Bas1, Kol, Timothy R.1 t.r.kol@tudelft.nl, Bauszat, Pablo1 p.bauszat@tudelft.nl, Thiery, Jean‐Marc1, Eisemann, Elmar1 e.eisemann@tudelft.nl |
| Source: | Computer Graphics Forum. May2016, Vol. 35 Issue 2, p397-407. 11p. 5 Color Photographs, 6 Charts, 2 Graphs. |
| Subjects: | Computer graphics research, Computer art, Digital image processing, Graphic arts, Data visualization |
| 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. [ABSTRACT FROM AUTHOR] |
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| Database: | Engineering Source |
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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. [ABSTRACT FROM AUTHOR] |
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| ISSN: | 01677055 |
| DOI: | 10.1111/cgf.12841 |