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Practical Volume Rendering for realtime applications
Practical Volume rendering for realtime applications

Stoyan Nikolov
VIDEO
Who am I

Stoyan Nikolov
stoyan@coherent-labs.com
@stoyannk
Co-Founder & Tech lead @ Coherent Labs

Senior Graphics dev @ Masthead Studios
Senior dev @ Eutelia
Overview

Why use Volume rendering at all?
What is Volume rendering?
Types of Volume rendering techniques
Practical (today) rendering techniques
Why Volume rendering

•

Allows us to see „inside“ an object

•

Medical imaging

•

Industry

•

Biology
Why Volume rendering - Games

Freedom of form
Why Volume rendering - Games

Destructability

EverQuest Next by Sony Online Entertainment
Why Volume rendering - Games

Procedural generation
Volume rendering - Input

Usually discrete volume elements — voxels
Direct rendering in RT
•

•
•
•

Ray-marching distance fields
Gigavoxel
Sparse voxel octrees (SVO)
SVO for Global Illumination
slisesix demo by rgba

Unreal Engine 4 by Epic Games
Indirect rendering for RT
•
•
•

Create a polygon mesh
GPUs are designed for polygons
Other subsystems usually expect polygons
Basic algorithms

Marching cubes / tetrahedra / MC 33
Realtime requirements
•

We want to support very large meshes

•

Level of Detail (LOD) required

•

Difficult with MC

•

Transvoxel designed to solve this
Transvoxel

•

Outline in Eric Lengyel’s PhD thesis

•

Designed for RT applications

•

Originally implemented in C4 Engine
Transvoxel overview

•

Based on MC

Extend equivalence
classes
•
Basic Algorithm
•
•
•
•

Subdivide grid in blocks (once)
Polygonize blocks (once)
Decide blocks to draw and LOD (per-frame)
Draw relevant blocks (per-frame)
The LOD solution
•
•
•

Introduce “transition cells” between levels
Restricted octree for rendering
Identify neighbors and draw correct transitions
Transition cells
Important detail

Surface shifting
Texturing

Per-voxel material Id → Texture Ids
•
Triplanar projection
•
Two sets of textures are blended for
better transitions
•
Parallelism

•

Embarrassingly parallel

•

Relatively easy for GPGPU

•

Parts can be re-computed independently
DEMO
Dual contouring
•
•

Solves the sharp edges
Works on hermite data sets

VoxelFarm engine by Voxel Farm Inc.
Comparison

•

MC-based algorithms

faster
require less memory
•

Dual algorithms support more geometries
Potential headaches

•

Memory consumption

•

Correct implementations sometimes tricky

•

Texturing
THANK YOU
stoyannk@gmail.com
@stoyannk
stoyannk.wordpress.com

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Practical Volume Rendering for realtime applications