English

Fast Voxelization and Level of Detail for Microgeometry Rendering

Graphics 2026-04-16 v1 Machine Learning

Abstract

Many materials show anisotropic light scattering patterns due to the shape and local alignment of their underlying micro structures: surfaces with small elements such as fibers, or the ridges of a brushed metal, are very sparse and require a high spatial resolution to be properly represented as a volume. The acquisition of voxel data from such objects is a time and memory-intensive task, and most rendering approaches require an additional Level-of-Detail (LoD) data structure to aggregate the visual appearance, as observed from multiple distances, in order to reduce the number of samples computed per pixel (E.g.: MIP mapping). In this work we introduce first, an efficient parallel voxelization method designed to facilitate fast data aggregation at multiple resolution levels, and second, a novel representation based on hierarchical SGGX clustering that provides better accuracy than baseline methods. We validate our approach with a CUDA-based implementation of the voxelizer, tested both on triangle meshes and volumetric fabrics modeled with explicit fibers. Finally, we show the results generated with a path tracer based on the proposed LoD rendering model.

Keywords

Cite

@article{arxiv.2604.13191,
  title  = {Fast Voxelization and Level of Detail for Microgeometry Rendering},
  author = {Javier Fabre and Carlos Castillo and Carlos Rodriguez-Pardo and Jorge Lopez-Moreno},
  journal= {arXiv preprint arXiv:2604.13191},
  year   = {2026}
}

Comments

Accepted for publication in The Visual Computer. 16 pages, 7 figures, 3 tables. Supplementary material: https://javierfabre.com/projects/voxel-lod/supp.pdf

R2 v1 2026-07-01T12:09:36.166Z