Geometry and Attribute Compression for Voxel Scenes |
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 128K³ voxel resolution), which are stored fully in core.
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BibTex references
@Article { DKBTE16, author = "Dado, Bas and Kol, Timothy R. and Bauszat, Pablo and Thiery, Jean-Marc and Eisemann, Elmar", title = "Geometry and Attribute Compression for Voxel Scenes", journal = "Computer Graphics Forum (Proc. Eurographics)", number = "2", volume = "35", pages = "397--407", year = "2016", url = "http://graphics.tudelft.nl/Publications-new/2016/DKBTE16" }