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GPU Volume Rendering with Hierarchical Compression Using VDB
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We propose a compression-based approach to GPU rendering of large volumetric data using OpenVDB and NanoVDB. We use OpenVDB to create a lossy, fixed-rate compressed representation of the volume on the host, and use NanoVDB to perform fast, low-overhead, and on-the-fly decompression during rendering. We show that this approach is fast, works well even in a (incoherent) Monte Carlo path tracing context, can significantly reduce the memory requirements of volume rendering, and can be used as an almost drop-in replacement into existing 3D texture-based renderers.
Forward citations
Cited by 2 Pith papers
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ESVR: 3D Ellipsoid-based Sparse Volume Rendering via Structure-aware Primitive Learning and Per-primitive Ray Sampling
A method that fits differentiable ellipsoids to sparse volumetric intensity fields and renders them via per-primitive ray sampling, achieving real-time interaction for hundreds of gigabytes of data at high compression.
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Towards Fully Dynamic Omnitrees: Moment-Conserving Anisotropic Compression With Wavelets
Wavelet-guided coarsening and downsplit make omnitrees fully dynamic, delivering superior anisotropic compression versus OpenVDB on 3D shapes and continuous volumes while conserving mass by design.
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