GPU Volume Rendering with Hierarchical Compression Using VDB
We propose a compression-based approach to GPU rendering of large volumetric data using OpenVDB and NanoVDB. We use OpenVDB to create a lossy, fixed-rate compressed representation of the volume on the host, and use NanoVDB to perform fast, low-overhead, and on-the-fly decompression during rendering. We show that this approach is fast, works well even in a (incoherent) Monte Carlo path tracing context, can significantly reduce the memory requirements of volume rendering, and can be used as an almost drop-in replacement into existing 3D texture-based renderers.
Institutions
- Nvidia (United Kingdom) (GB)
- VSB - Technical University of Ostrava (CZ)
- University of Cologne (DE)
- Nvidia (United States) (US)
Publication Details
- Journal
- Eurographics
- Published
- 2025-01-01
- DOI
- https://doi.org/10.2312/pgv.20251152
- Primary Topic
- Ecology and biodiversity studies
- Type
- article
- Field-Weighted Citation Impact
- 0.00