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VDB: High-resolution sparse volumes with dynamic topology

Published: 04 July 2013 Publication History

Abstract

We have developed a novel hierarchical data structure for the efficient representation of sparse, time-varying volumetric data discretized on a 3D grid. Our “VDB”, so named because it is a Volumetric, Dynamic grid that shares several characteristics with B+trees, exploits spatial coherency of time-varying data to separately and compactly encode data values and grid topology. VDB models a virtually infinite 3D index space that allows for cache-coherent and fast data access into sparse volumes of high resolution. It imposes no topology restrictions on the sparsity of the volumetric data, and it supports fast (average O(1)) random access patterns when the data are inserted, retrieved, or deleted. This is in contrast to most existing sparse volumetric data structures, which assume either static or manifold topology and require specific data access patterns to compensate for slow random access. Since the VDB data structure is fundamentally hierarchical, it also facilitates adaptive grid sampling, and the inherent acceleration structure leads to fast algorithms that are well-suited for simulations. As such, VDB has proven useful for several applications that call for large, sparse, animated volumes, for example, level set dynamics and cloud modeling. In this article, we showcase some of these algorithms and compare VDB with existing, state-of-the-art data structures.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 32, Issue 3
June 2013
129 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/2487228
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 July 2013
Accepted: 01 January 2013
Received: 01 January 2012
Revised: 01 December 2010
Published in TOG Volume 32, Issue 3

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Author Tags

  1. Volumes
  2. fluid animation
  3. implicit surfaces
  4. level sets

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  • (2024)RGBTSDF: An Efficient and Simple Method for Color Truncated Signed Distance Field (TSDF) Volume Fusion Based on RGB-D ImagesRemote Sensing10.3390/rs1617318816:17(3188)Online publication date: 29-Aug-2024
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