|Article title||AN APPROACH TO VISUALIZATION OF THREE-DIMENSIONAL SCENES AND OBJECTS VIA VOXEL GRAPHICS FOR SIMULATION SYSTEMS|
|Authors||N.I. Vitiska, N.A. Gulyaev|
|Section||SECTION I. MODELING AND DESIGN|
|Month, Year||04, 2015 @en|
|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.|
|Keywords||Three-dimensional graphics; computer graphics; voxel graphics; space partitioning; three-dimensional scenes; organization of three-dimensional scenes; the data structure.|
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