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.

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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
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article

GPU Volume Rendering with Hierarchical Compression Using VDB

Eurographics
Ecology and biodiversity studies
article

GPU Volume Rendering with Hierarchical Compression Using VDB

article en

Abstract

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.

Eurographics
Nvidia (United Kingdom) (GB), VSB - Technical University of Ostrava (CZ), University of Cologne (DE), Nvidia (United States) (US)
Openalex Percentile: Top 50%
Ecology and biodiversity studies
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