Sparse Voxel Octree
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関連項目
参考文献
- Aaron Knoll, Charles Hansen, Ingo Wald (2009). “Coherent multiresolution isosurface ray tracing”. The Visual Computer 25 (3). - First published in 2007.
- Enrico Gobbetti, Fabio Marton, José Antonio Iglesias Guitián (2008). “A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets”. The Visual Computer 24. - Proceedings of CGI 2008
- Thiago Bastos, Waldemar Celes. GPU-Accelerated Adaptively Sampled Distance Fields. Shape Modeling and Applications, 2008. SMI 2008. IEEE International Conference.
- Jon Olick. “SIGGRAPH 2008: Current and Next Generation Parallelism in Games”. SIGGRAPH. 2016年2月21日閲覧。 - SIGGRAPH '08: ACM SIGGRAPH 2008 classes, pp. 1-89
- Samuli Laine, Tero Karras (2010年). “Efficient Sparse Voxel Octrees – Analysis, Extensions, and Implementation”. NVIDIA Corporation. 2016年2月21日閲覧。 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010 (i3D 2010) 発表論文。
- 上の論文のC++による実装。Tero Karras, Samuli Laine, Gregory J. Ward. “efficient-sparse-voxel-octrees Open-source implementation of "Efficient Sparse Voxel Octrees"”. Google Code. 2016年2月21日閲覧。
