Research Articles & Papers

Here I will compile a list of research papers, with small descriptions and images if available, roughly sorted by relevance and importance.

I will include a download link for archival purposes. If you are the author or rights-holder of a paper and wish it to be removed, please contact me.

Google Drive Folder


A Fast Voxel Traversal Algorithm for Ray Tracing

Amanatides, Woo (1987, University of Toronto)

PDF Download | ResearchGate 

Amanatides & Woo (1987) describes a technique using a DDA raymarch through a voxel grid, testing intersections with every object that intersects a voxel. Their implementation of the DDA algorithm is still standard for 3D voxel ray marching.


Efficient Sparse Voxel Octrees

Laine, Karras (2010, Nvidia Research)

PDF Download | Nvidia Research

Commonly known as ESVO, this paper describes a technique utilising a raymarch through a scene described by hierarchical sparse voxel octrees, including techniques for deformations using contour lines. Includes discussion of bitmasks for ray traversal. Utilising sparse octrees for voxel information presents the advantage of space-skipping - the higher levels of the tree can be stepped through in one iteration if they are empty.

A guide to fast voxel ray tracing using sparse 64-trees 

dubiousconst282 (2024, github.io)

PDF Download | github.io 

This article by dubiousconst282 builds on ESVO by implementing the octree traversal using squashed octrees, and by utilising a hybridised ray-marcher using AABB intersection in conjunction with a DDA step for octree traversal. 64-trees can perform better than octrees by the fact that less tree traversal is required by the rendering algorithm, additionally the node bitmask can be stored neatly in a single 64-bit unsigned integer.

dubiousconst282 has done a tremendous amount of work researching different voxel ray-marching techniques, and has also compiled these notes (PDF), and some benchmarks of various voxel techniques (PDF).

 !HR

Advanced Octrees

David Geier, 2014-2017

Part I | Part II | Part III | Part IV | Collated PDF Download

A four-part series of articles discussing further advanced octree techniques, including insertion & removal, pointer-based vs. index-based octree formatting, non-static octrees, and more.

!HR

 

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