Real-Time Rendering of Dynamic Line Sets using Voxel Ray Tracing
Bram Kraaijeveld, Andrei C. Jalba, Anna Vilanova, Maxime Chamberland
TL;DR
This work tackles real-time rendering of large, dynamic line sets with global illumination and accurate transparency. It introduces a GPU-based pipeline that voxelizes lines into a conservative capsule-based occupancy pyramid each frame, applies camera-visible culling, and constructs a two-pass A-Buffer in voxel space for efficient shading. Shading is performed in voxel space using voxel cone tracing, followed by a voxel-space ray-tracing pass that achieves ground-truth transparency without per-frame precomputation. The approach offers strong performance advantages for opaque dynamic line sets and produces high-quality semi-opaque renderings, with potential extensions to level-of-detail and interactive tractography applications.
Abstract
Real-time rendering of dynamic line sets is relevant in many visualization tasks, including unsteady flow visualization and interactive white matter reconstruction from Magnetic Resonance Imaging. High-quality global illumination and transparency are important for conveying the spatial structure of dense line sets, yet remain difficult to achieve at interactive rates. We propose an efficient voxel-based ray-tracing framework for rendering large dynamic line sets with ambient occlusion and ground-truth transparency. The framework introduces a voxelization algorithm that supports efficient construction of acceleration structures for both voxel cone tracing and ray tracing. To further reduce per-frame preprocessing cost, we developed a voxel-based culling method that restricts acceleration structure construction to camera-visible voxels. Together, these contributions enable high-quality, real-time rendering of large-scale dynamic line sets with physically accurate transparency. The results show that our method outperforms the state of the art in quality and performance when rendering (semi-)opaque dynamic line sets.
