Representing efficiently and
        accurately ultra large and detailed scenes using smart voxels 
      
Encadrant: Fabrice.Neyret@imag.fr
      équipe: Maverick / INRIA-LJK
      
      
      
Volume of voxels has been shown a promising alternative [https://hal.inria.fr/tel-00650161]
      to polygon meshes in order to represent and render massive scenes
      both very large and detailed: their total order allows to directly
      access only the visible data, neighborhood is directly at hand and
      signal processing tools can apply when it comes to pre-filtering
      to prevent aliasing. Swarms of details can naturally be
      represented as fuzzy data. This makes same-appearance hierarchical
      Levels of Detail well posed and thus integration along conic rays
      very efficient.
      
      Still, since our voxel is indeed a proxy to unresolved geometry,
      all its appearance parameters are potentially view and light
      dependent [https://hal.inria.fr/tel-01849666],
      and its visibility correlated to neighborhood (in particular, but
      not only, on silhouettes) [https://hal.inria.fr/tel-01073518].
      This requires conceiving compact continuous interpolatable models
      to account for all these. Besides, the screen-wise (linear)
      interpolation should differs to the depth-wise (opacity-dependent)
      interpolation since what is filtered is appearance, which is a
      non-linear function of the density. This thus requires to consider
      less naive signal processing operators than what is currently done
      in order to obtain a truly faithful alternate representation.
      
      Another aspect is that since memory is limited (especially on a
      GPU) compare to the potentially infinite amount of data in our
      target scenes, on-the-fly data generation (including loading,
      decompression, amplification) is better required on demand along
      the rendering of flyovers. The performances of previous approaches
      were limited by the possibilities of the graphics hardware. To
      conceive a seamless real-time rendering scheme on such basis,
      recent years brought many new tools on the GPU ( threads able to
      send threads without CPU synchronization, RT cores for managing
      Bounding Volume Hierarchies and intersections, Tensor Cores for
      accelerated linear algebra, etc ) that could suggest new tracks.