Come to see my talk on GigaVoxels at Siggraph 2009 !
Friday, 7 August | 3:45 PM | Room 260-262
I will present the new GigaVoxels pipeline implemented in CUDA and discuss about it’s integration into video games. I will also present new results we get and especially the very efficient implementation of soft shadows and depth-of-field effects thanks to intrinsic properties of GigaVoxels hierarchical structure and volume Mipmapping mechanism.
http://artis.imag.fr/Membres/Cyril.Crassin/
July 8th, 2009 on 2:30 pm
RE: Framerate question Thanks ! I get 20-60Hz on both scenes depending on the amount of streaming and in 512×512, without shadows. With shadows it’s a little bit slower.
July 8th, 2009 on 4:09 pm
Availability Is there any chance this will be filmed or something for people who can\’t make it?
Also, you said something a while back about releasing the source code for this. Any news on that?
Keep up the good work!
July 8th, 2009 on 10:30 am
Framerate question Awesome images, Cyril! What\’s the framerate of the lion structure and the squid-like structure on a GTX280?
August 13th, 2009 on 1:19 pm
videos will you post a video of the landscape ? I would really like to see it. Demo would be nice too 🙂 but I\’m not sure you will do – perhaps you want to create a commercial product from your software.
June 13th, 2010 on 4:32 pm
Normals and filtering Hi Cyril and thanks for your great work.
Just a simple question, i read your giga voxel paper and i could not figure out if you store a border for each brick for trillinear interopolation? If not how do you manage to create such good lighing?
Thanks from Peter
September 1st, 2010 on 8:33 am
I am wondering if the source for GigaVoxels is available as well?