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Abstract:
For a long time, triangles have been considered
the state-of-sthe-art primitive for fast interactive applications.
Only recently, with the dawn of programmability of graphics
cards, different representations emerged. Especially for complex
entities, triangles have difficulties in representing convincing
details and faithful approximations quickly become costly. In
this work we investigate Voxels. Voxels can represent very rich
and detailed objects and are of crucial importance in medical
contexts. Nonetheless, one major downside is their significant
memory consumption. Here, we propose an out-of-core method to
deal with large volumes in real-time. Only little CPU interaction
is needed which shifts the workload towards the GPU. This makes
the use of large voxel data sets even easier than the, usually
complicated, triangle-based LOD mechanisms that often rely on
the CPU. This simplicity might even foreshadow the use of volume
data, in game contexts. The latter we underline by presenting
very efficient algorithms to approximate standard effects, such
as soft shadows, or depth of field.