Abstract
We present efficient rendering of opaque, sparse, voxel environments with data amplified in local graphics memory with streamout from a geomery shader to a cached vertex buffer pool. We show that our Poxel rendering primitive aligns with optimized rasterization hardware and so results in high visual quality over ray casting methods. Lossless run length encoding of occlusion culled voxels and coordinate quantization further reduces host data transfers.
Original language | English |
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Title of host publication | Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology |
Publisher | Association for Computing Machinery |
Pages | 235-236 |
Number of pages | 2 |
ISBN (Electronic) | 9781450332538 |
DOIs | |
Publication status | Published - 11 Nov 2014 |
Event | 20th ACM Symposium on Virtual Reality Software and Technology 2014 - Edinburgh, United Kingdom Duration: 11 Nov 2014 → 13 Nov 2014 |
Conference
Conference | 20th ACM Symposium on Virtual Reality Software and Technology 2014 |
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Abbreviated title | VRST 2014 |
Country/Territory | United Kingdom |
City | Edinburgh |
Period | 11/11/14 → 13/11/14 |
Keywords
- Geometry shader
- Occlusion culling
- Voxels
ASJC Scopus subject areas
- Software