Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
Katherine Johnson’s mathematical calculations helped guide some of America’s most important early space missions while she confronted the racial and gender barriers faced by Black women in twentieth-century America.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
This article relies on a single source. (June 2010) |
A sparse voxel octree (SVO) is a hierarchical octree data structure in which voxels recursively subdivide space into octants, storing only occupied or surface-intersecting regions, making it compact for raycasting and sometimes ray tracing in 3D computer graphics rendering.[1][2]
The technique generally relies on generating and processing the hull of points (sparse voxels) which are visible, or may be visible, given the resolution and size of the screen.[1] There are two main advantages to the technique. The first is that only pixels that will be displayed are computed, with the screen resolution limiting the level of detail required; this limits computational cost during rendering. The second is that interior voxels (those fully enclosed by other voxels) need not be included in the 3D data set; this limits the amount of 3D voxel data (and thus storage space) required for realistic, high-resolution digital models and/or environments.
The basic advantage of octrees is that, as a hierarchical data structure, they need not be explored to their full depth. This means that a system can extract a small subset of voxels as they are needed. In addition, octrees permit smoothing of the underlying data, to help with antialiasing.
It is, however, a generally less well developed technique than standard polygon-based rasterisation schemes. As scenes grow in geometric complexity, SVOs have been proposed to facilitate a transition from traditional triangle-based pipelines to voxel-based rendering.
Each non-leaf node in an SVO subdivides its voxel into eight child slots of equal size.[1] Implementations such as efficient sparse voxel octrees encode which child slots exist and which are leaves with bitmasks, together with a child pointer for non-leaf descendants, so rays can traverse only relevant children instead of empty space.[1][3]
SVOs support seamless level of detail (LOD) by storing pre-filtered geometry and appearance data at each level, allowing ray casting to terminate early when voxel size matches screen resolution.[4]
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
A sparse voxel octree (SVO) is a hierarchical octree data structure in which voxels recursively subdivide space into octants, storing only occupied or surface-intersecting regions, making it compact for raycasting and sometimes ray tracing in 3D computer graphics rendering. The technique generally relies on generating and processing the hull of points (sparse voxels) which are visible, or may be visible, given the resolution and size of the screen. There are two main advantages to the technique. The first is that only pixels that will be displayed are computed, with the screen resolution limiting the level of detail required; this limits computational cost during rendering. The second is that interior voxels (those fully enclosed by other voxels) need not be included in the 3D data set; this limits the amount of 3D voxel data (and thus storage space) required for realistic, high-resolution digital models and/or environments. The basic advantage of octrees is that, as a hierarchical data structure, they need not be explored to their full depth. This means that a system can extract a small subset of voxels as they are needed. In addition, octrees permit smoothing of the underlying data, to help with antialiasing. It is, however, a generally less well developed technique than standard polygon-based rasterisation schemes. As scenes grow in geometric complexity, SVOs have been proposed to facilitate a transition from traditional triangle-based pipelines to voxel-based rendering.
SVO may refer to: Association football clubs in Germany: SVO Germaringen SV Oberachern Silver vanadium oxide battery (SVO battery) San Jose Chamber of Commerce, a chamber of commerce in San Jose, California, United States, known as the Silicon Valley Organization (SVO) from 2017–2021 Saturn Valley Online, an EarthBound MMORPG SVO, save opportunity in baseball statistics Sheremetyevo International Airport, of three major airports serving Moscow, Russia (IATA Airport Code: SVO) Servicios Aeronáuticos de Oriente, former Mexican charter airline (ICAO code: SVO) Small Veblen ordinal, a large countable ordinal Social value orientations, a psychological construct Sparse voxel octree, an algorithm for computer graphics rendering Special Vehicle Operations, a subsidiary of Ford Motor Company Ford Mustang SVO, a car developed by Ford's SVO USA EA Falcon SVO, a sedan by Ford's SVO Australia Special military operation (Russian: специальная военная операция, romanized: spetsial'naya voyennaya operatsiya), a euphemism for the Russian invasion of Ukraine Straight vegetable oil, vegetable oil used as fuel Subject–Verb–Object in linguistic typology
In computing, a voxel is a representation of a value on a three-dimensional regular grid, akin to the two-dimensional pixel. Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (G.I.S.)). Voxels also have technical and artistic applications in video games, largely originating with surface rendering in Outcast (1999). Minecraft (2011) makes use of an entirely voxelated world to allow for a fully destructible and constructable environment. Voxel art, of the sort used in Minecraft and elsewhere, is a style and format of 3D art analogous to pixel art. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). Some volumetric displays use voxels to describe their resolution. For example, a cubic volumetric display might be able to show 512×512×512 (or about 134 million) voxels. In contrast to pixels and voxels, polygons are often explicitly represented by the coordinates of their vertices (as points). A direct consequence of this difference is that polygons can efficiently represent simple 3D structures with much empty or homogeneously filled space, while voxels excel at representing regularly sampled spaces that are non-homogeneously filled. One of the definitions is: Voxel is an image of a three-dimensional space region limited by given sizes, which has its own nodal point coordinates in an accepted coordinate system, its own form, its own state parameter that indicates its belonging to some modeled object, and has properties of modeled region. This definition has the following advantage. If fixed voxel form is used within the whole model it is much easier to operate with voxel nodal points (i.e. three coordinates of this point). Yet, there is the simple form of record: indexes of the elements in the model set (i.e. integer coordinates). Model set elements in this case are state parameters, indicating voxel belonging to the modeled object or its separate parts, including their surfaces.
An octree is a tree data structure in which each internal node has exactly eight children. Octrees are most often used to partition a three-dimensional space by recursively subdividing it into eight octants. Octrees are the three-dimensional analog of quadtrees. The word is derived from oct (Greek root meaning "eight") + tree. Octrees are often used in 3D graphics and 3D game engines.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Joe Louis.