GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
By C. Crassin, Fabrice Neyret, S. Lefebvre, Elmar Eisemann. ACM Symposium on Interactive 3D Graphics and Games, 2009
427 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/5b2ff5d88c87ac4af9dd18ef9bbcac4e0fa8ac09
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Daniel Cremers
- Jürgen Sturm
- Frank Steinbrücker
- Ken Museth
- Michael M. Bronstein
- Emanuele Rodolà
- Jonathan Masci
- Davide Boscaini
In Computer Graphics and Computer-Aided Design
- Christopher E. Peters
- Sara de Freitas
- Daniel Cremers
- Fotis Liarokapis
- Panagiotis Petridis
- Jürgen Sturm
- Frank Steinbrücker
- Eike Falk Anderson
In Computer Vision and Pattern Recognition
- Daniel Cremers
- Jürgen Sturm
- Frank Steinbrücker
- Vladlen Koltun
- Christopher E. Peters
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
Citations in the corpus
- Baking Neural Radiance Fields for Real-Time View Synthesis (2021, neutral): “In situations where large regions of space share the same data value or a prefiltered representation is required to combat aliasing, hierarchical representations such as sparse voxel octrees [7] are a popular choice of data structure to represent this sparse volumetric content.”
- Volumetric 3D mapping in real-time on a CPU (2014, methodology): “This approach has also been used in computer graphics for efficient rendering of static data [4].”
- VDB: High-resolution sparse volumes with dynamic topology (2013, methodology): “7We stress that similarity to the N -tree proposed in Crassin et al. [2009] is”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, methodology): “An alternative method for rendering full volumes is ray-marching, where a volume is sampled at regular intervals along a viewing ray, which can now be implemented in a shader (Crassin et al. 2009), or on processors that are now being used in games consoles (Kim and Jaja 2009).”