Fast Voxelization and Level of Detail for Microgeometry Rendering
Organizations: Universidad Rey Juan Carlos · Politecnico di Milano · Euro-Mediterranean Center on Climate Change (CMCC) · RFF-CMCC European Institute on Economics and the Environment (EIEE)
Abstract
Many materials show anisotropic light scattering patterns due to the shape and local alignment of their underlying micro structures: surfaces with small elements such as fibers, or the ridges of a brushed metal, are very sparse and require a high spatial resolution to be properly represented as a volume. The acquisition of voxel data from such objects is a time and memory-intensive task, and most rendering approaches require an additional Level-of-Detail (LoD) data structure to aggregate the visual appearance, as observed from multiple distances, in order to reduce the number of samples computed per pixel (E.g.: MIP mapping). In this work we introduce first, an efficient parallel voxelization method designed to facilitate fast data aggregation at multiple resolution levels, and second, a novel representation based on hierarchical SGGX clustering that provides better accuracy than baseline methods. We validate our approach with a CUDA-based implementation of the voxelizer, tested both on triangle meshes and volumetric fabrics modeled with explicit fibers. Finally, we show the results generated with a path tracer based on the proposed LoD rendering model.
Figures & tables
| Parameters | Type | Bytes |
| 2nd level index | integer | 4 |
| 3rd level index | integer | 4 |
| Tangent data | u–integer | 3x1 |
| Normal data | u–integer | 3x1 |
| Material ID | u–integer | 4 |
| Scene (Resolution) | Level of Detail | Method | ||
| (Resolution) | Naive | SGGX | Ours | |
| Table (2048) | 1 (256) | 0.095 | 0.094 | 0.085 |
| 2 (128) | 0.105 | 0.103 | 0.094 | |
| 3 (64) | 0.111 | 0.118 | 0.101 | |
| Helmet (512) | 1 (64) | 0.100 | 0.103 | 0.098 |
| 2 (32) | 0.163 | 0.154 | 0.151 | |
| Scene | Parameters | Time (s) | |||||
| Nodes | Fibers | Subdivisions | Resolution (1st x 2nd) | Raster | Ours | w/ Histogram | |
| Fabric flat | 8,359,496 | 150 | 60 | 32 x 32 | 81.117 | 3.450 | 8.813 |
| 32 x 64 | 15.677 | 6.058 | 9.151 | ||||
| 32 x 128 | 41.996 | 22.339 | 9.396 | ||||
| Fabric folded | 8,227,286 | 32 x 32 | 6.649 | 3.521 | 7.987 | ||
| 32 x 64 | 14.502 | 6.156 | 8.2062 | ||||
Physically Based Rendering
Physically based rendering models how light interacts with geometry and materials to produce images for synthesis, relighting, and reconstruction.
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