(Imrod walk cycle: 3M voxels, 36fps, GeForce GTX 460, 800×550 pixels, phong shading, normal mapping, shadow mapping, hardware skinning. Original model by Dmitry Parkin)
Sparse Voxel Octree (SVO) is one among many representations for 3D objects – Triangle Mesh being the most famous one due to its widespread use in the Real-time domain. SVOs have many advantages over triangle meshes, like implicit level of detail, dense representation, simpler intersection tests, simpler uv mapping.
Their biggest disadvantage (apart form the lack of a hardware-accelerated rendering pipeline) was the infeasibility of animating them. I tackled this problem in my bachelor thesis. The animation technique I developed makes
- Skeletal animation of voxel models, and
- Rendering of mixed polygon-based and voxel-based content