Ray Marching in Sparse Voxel Octree
What is Ray Marching?
Ray marching, is a technique used in computer graphics to render 3D scenes using distance functions. In traditional rendering techniques, objects in a scene are represented by meshes, which consist of many triangles that define the surface of the object. However, with ray marching, the geometry of the scene is represented by a distance function, which is a mathematical function that returns the distance between any point in space and the nearest surface of the scene.
The ray marching algorithm works by casting a ray from the camera into the scene, and then stepping along the ray, testing at each step whether the ray intersects with the distance function. If the ray intersects with the function, the distance to the nearest surface is calculated. This distance is then used to determine the next position along the ray to test for intersection. The process is repeated until the ray reaches the surface of the object, or until a maximum number of steps have been taken.
The key advantage of ray marching is that it allows for the rendering of complex shapes and scenes with much greater efficiency than traditional rendering techniques. With ray marching, the distance function can be used to represent complex geometry such as fractals, organic shapes, and procedural textures, which can be difficult or impossible to represent using traditional mesh-based techniques. Additionally, because the distance function is a mathematical function, it can be evaluated very quickly on a GPU, making ray marching a very efficient technique for real-time graphics applications.
One challenge of ray marching is that it requires a large amount of computation to accurately render scenes with complex geometry. To address this, various optimizations have been developed, such as adaptive step sizes, early termination, and multi-resolution rendering, which allow for efficient rendering of complex scenes using ray marching.
What is Sparse Voxel Octree?
A Sparse Voxel Octree (SVO) is a data structure used in computer graphics to efficiently store and access volumetric data for large-scale 3D scenes. It is based on the idea of dividing a 3D space into cubic volumes called voxels, and representing the objects in the scene as a hierarchy of these voxels.
In a Sparse Voxel Octree, the hierarchy of voxels is organized as a tree structure, where each node in the tree represents a cubic volume. The tree is constructed recursively by dividing each node into eight sub-nodes, each of which represents a smaller cubic volume within the parent node. This process continues until the smallest sub-nodes are reached, at which point the tree is said to be at its maximum depth.
One of the key advantages of the SVO data structure is its ability to efficiently represent large-scale 3D scenes with high levels of detail. This is achieved by using a sparse representation of the voxels, where only the non-empty voxels are stored in memory. This significantly reduces the amount of memory required to store the scene, while still allowing for a high level of detail.
A rendering of the voxels stored in the Sparse Voxel Octree and access to the voxel data using ray marching works by casting a ray from the camera into the scene and recursively traversing the tree to determine the closest intersection point between the ray and the surfaces of the objects in the scene.