Authors N.I. Vitiska, N.A. Gulyaev
Month, Year 04, 2015 @en
Index UDC 004.421
Abstract Visualization is an important part of a wide range of different tasks. Computer modeling is one of the areas, which often require visualization of simulated processes. Modern visualization tools are able to perform visualization in different applications, which covers most cases of use, but some systems can require different visualization techniques for special cases. Voxel graphics is one of the solutions, applicable in a number of such cases. However, voxel graphics has a significant number of drawbacks and problems in implementation. To perform an effective implementation of voxel visualization, a solution to the basic problems is required. A solution must include optimal algorithms and optimal data structures. This article describes an approach to organization of three-dimensional voxel scenes in engineering, simulation and modeling systems. Typical problems and shortcomings of existing approaches are discussed. A common approach in this area is a usage of octree, which is reviewed in detail. An alternative approach to organization of voxel data, focused on special types of scenes, which are widely used in modern modeling systems, is proposed. The proposed method divides the scene into classes of voxels, dividing visible objects into classes and grouping voxels by their affiliation to each object. Data structures for proposed scene organization, separate storage and handling of various independent groups of voxels is described. Basic algorithms for processing and rendering data in this format are described. Advantages of the proposed method in different cases are discussed.

Download PDF

Keywords Three-dimensional graphics; computer graphics; voxel graphics; space partitioning; three-dimensional scenes; organization of three-dimensional scenes; the data structure.
References 1. Purgathofer W., Tobler R. Current Trends in Computer Graphics, Buletinul Institutului Politehnic din Iasi, 2010, Vol. 56, No. 2, pp. 9-24.
2. Gibson S. Beyond Volume Rendering: Visualization, Haptic Exploration, and Physical Modeling of Voxel-based Objects, Visualization in Scientific Computing, 1995, Vol. 32, No. 1, pp. 10-24.
3. Funkhouser T. Solid Modeling, Computer Graphics Fall, Princeton University, 2000, pp. 1-22.
4. Elvins T. A survey of algorithms for volume visualization, SIGGRAPH Computer Graphics, 1992, Vol. 26, No. 3, pp. 194-201.
5. Meagher D. Octree encoding: a new technique for the representation, manipulation and display of arbitrary 3-D objects by computer. – Rensselaer Polytechnic Institute Report IPL-TR-80-111, 1980.
6. Eyiyurekli M. Breen D. Data structures for interactive high resolution level-set surface editing, Graphics Interface (G.I.), 2011, Vol. 37, No. 1, pp. 95-102.
7. Komma P., Fischer J., Duffner F. Lossless Volume Data Compression Schemes, Simulation and Visualization, 2007, Vol. 18, pp. 169-182
8. Knoll A. A Survey of Octree Volume Rendering Methods, 1st IRTG Workshop, 2006, pp. 8-19.
9. Hoffmann C., Popescu V., Kilic S. Integrating modeling, simulation, and visualization, Computers in Science & Engineering, 2004, Vol. 6, No. 1, pp. 52-60.
10. Miller A., Allen P., Santos V. From robotic hands to human hands: a visualization and simulation engine for grasping research, Industrial Robot: An International Journal, 2005, Vol. 32, No. 1, pp. 55-63.
11. Frits H., Walsum T. Fluid flow visualization, Computer Graphics: Systems and Applications, 1993, Vol. 1, pp. 1-40.
12. Kдmpe V., Sintorn E., Assarsson U. High Resolution Sparse Voxel DAGs, SIGGRAPH Computer Graphics, 2013, Vol. 32, No. 4, pp. 39-45.
13. Rubin S., Whitted T. A 3-Dimensional Representation for Fast Rendering of Complex Scenes,
Computer Graphics (proc. SIGGRAPH ‘80), 1980, Vol. 14, No. 3, pp. 110-116.
14. Laine S., Karras T. Efficien2t Sparse Voxel Octrees, Transactions on Visualization & Computer Graphics, 2011, Vol. 17, No. 8, pp. 1048-1059.
15. Jansen F. Data Structures for Ray Tracing, Data Structures for Raster Graphics, 1986, pp. 57-73.
16. Westover L. Interactive volume rendering, Volume visualization (proc. ‘89 Chapel Hill Work-shop), 1989, pp. 9-16.
17. Westover L. Footprint Evaluation for Volume Rendering, Computer Graphics, 1990, Vol. 24, No. 4, pp. 367-376.
18. Mueller K., Crawfis R. Eliminating Popping Artifacts in Sheet Buffer-Based Splatting, Computer Graphics and Visualization, 1998, Vol. 15, No. 3, pp. 239-246.
19. Laur D., Hanrahan P. Hierarchical Splatting: A Progressive Refinement Algorithm for Volume Rendering, Computer Graphics (proc. SIGGRAPH ‘91), 1991, Vol. 25, No. 2, pp. 285-288.
20. Eisemann M., Grosch T., Mьller S. Fast Ray Axis-Aligned Bounding Box Overlap Tests using Ray Slopes, Journal of Graphics Tools (JGT), 2007, Vol. 12, pp. 35-46.
21. Frisken S., Perry R. Simple and efficient traversal methods for quadtrees and octrees, Journal of Graphics Tools, 2002, Vol. 7, pp. 202-215.

Comments are closed.