Fast First-Hit Determination for Large and Composite Sparse Volumetric Data Structures with Mesh Shaders, Mehmet Oguz Derin, Takahiro Harada, In Proceedings of SIGGRAPH Asia 2025
We present a rasterization-centric pipeline for efficient first-hit rendering of sparse NanoVDB volumes. By directly mapping the NanoVDB hierarchy onto GPU task and mesh shaders, our approach eliminates intermediary geometry buffers and tightly couples visibility culling with shading. Only potentially visible nodes and faces are expanded and rendered, significantly reducing empty-space computation. A lightweight acceleration structure further improves traversal efficiency and supports ray queries for shadows. The method requires no modifications to NanoVDB data and runs on commodity GPUs. Across diverse datasets, it achieves average end-to-end speedups of 1.5× over vertex-shader-based baselines while preserving first-hit rendering fidelity, enabling practical integration into Vulkan-based engines.
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