Computer Graphics Forum

Geometry and Attribute Compression for Voxel Scenes

Bas Dado, Timothy R. Kol, Pablo Bauszat, Jean-Marc Thiery, and Elmar Eisemann

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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Citation

Bas Dado, Timothy R. Kol, Pablo Bauszat, Jean-Marc Thiery, and Elmar Eisemann, Geometry and Attribute Compression for Voxel Scenes, Computer Graphics Forum, 35, pp. 397–407, 2016.

BibTex

@article{bib:dado:2016,
    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 },
    volume       = { 35 },
    year         = { 2016 },
    pages        = { 397--407 },
    doi          = { 10.1111/cgf.12841 },
    dblp         = { journals/cgf/DadoKBTE16 },
    url          = { https://publications.graphics.tudelft.nl/papers/222 },
}