Synchronized Tracing of Primitive-based Implicit Volumes

Implicit volumes are known for their ability to represent smooth shapes of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields (fields with Lipschitz bound close to 1), we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight augmented bounding volume for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere tracing algorithm. The pipeline scales well to volumes consisting of thousands of primitives.

Authors

Institutions

Publication Details

Journal
ACM Transactions on Graphics
Published
2024-10-28
DOI
https://doi.org/10.1145/3702227
Citations
2
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
Field-Weighted Citation Impact
1.26

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Synchronized Tracing of Primitive-based Implicit Volumes

Cédric Zanni
2 citations
ACM Transactions on Graphics
Computer Graphics and Visualization Techniques
1.26
article

Synchronized Tracing of Primitive-based Implicit Volumes

Cédric Zanni
article en
2 citations

Abstract

Implicit volumes are known for their ability to represent smooth shapes of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields (fields with Lipschitz bound close to 1), we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight augmented bounding volume for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere tracing algorithm. The pipeline scales well to volumes consisting of thousands of primitives.

ACM Transactions on GraphicsVol. 44(1)
Centre National de la Recherche Scientifique (FR), Laboratoire Lorrain de Recherche en Informatique et ses Applications (FR), Université de Lorraine (FR)
Agence Nationale de la Recherche
Openalex Percentile: Top 11%
Computer Graphics and Visualization Techniques
1.26
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.