Bonxai is a library that implements a compact hierarchical data structure that can store and manipulate volumetric data, discretized on a three-dimensional grid (AKA, a "Voxel Grid").
Bonxai data structure is:
- Sparse: it uses only a fraction of the memory that a dense 3D voxel grid would use.
- Unbounded: you don't need to define the boundary of the 3D space (*).
If you are familiar with Octomap and Octrees, you know that those data structures are also sparse and unbounded.
On the other hand, Bonxai is brutally faster and, in same cases, even more memory efficient than an Octree.
This work is strongly based on OpenVDB and it can be considered an implementation of the original paper, with a couple of non-trivial changes:
K. Museth,
“VDB: High-Resolution Sparse Volumes with Dynamic Topology”,
ACM Transactions on Graphics 32(3), 2013. Presented at SIGGRAPH 2013.
You can read the previous paper here.
There is also some overlap with this other paper, but their implementations is much simpler, even if conceptually similar:
Eurico Pedrosa, Artur Pereira, Nuno Lau
"A Sparse-Dense Approach for Efficient Grid Mapping"
2018 IEEE International Conference on Autonomous Robot Systems and Competitions (ICARSC)
Bonxai is currently under development and I am building this mostly for fun and for educational purposes. Don't expect any API stability for the time being.
If you think that a data structure like this could be useful for your project, for the time being you should probably considered using OpenVDB itself.
(*) The dimension of the 3D space is virtually "infinite": since 32-bits indexes are used, given a voxel size as small as 1 cm, the maximum range of the X, Y and Z coordinates would be about +/- 20.000 Km (yes, Kilometers).
Take these numbers with a grain of salt, since they are preliminary and benchmark is strongly influenced by the way the data is stored. Anyway, they gave you a fair idea of what you may expect, in terms of performance.
-------------------------------------------
Benchmark Time
-------------------------------------------
Bonxai_Create 1443778 ns
OpenVDB_Create 1545890 ns
Octomap_Create 26780041 ns
Bonxai_Update 1318036 ns
OpenVDB_Update 1228747 ns
Octomap_Update 8162226 ns
Bonxai_IterateAllCells 21371 ns
OpenVDB_IterateAllCells 54912 ns
Octomap_IterateAllCells 227799 ns
- Create refers to creating a new VoxelGrid from scratch
- Update means modyfing the value of an already allocated VoxelGrid.
- IterateAllCells will get the value and the coordinates of all the existing cells.
The core of Bonxai is a header-only library that you can simply copy into your project and include like this:
#include "bonxai/bonxai.hpp"
To create a VoxelGrid, where each cell contains an integer value and has size 0.05.
double voxel_resolution = 0.05;
Bonxai::VoxelGrid<int> grid( voxel_resolution );
Nothing prevents you from having more complex cell values, for instance:
Bonxai::VoxelGrid<Eigen::Vector4d> vector_grid( voxel_resolution );
To insert values into a cell with coordinates x, y and z, use a
VoxelGrid::Accessor
object.
In the next code sample, we will create a dense cube of cells with value 42:
// create the accessor ONCE and reuse it as much as possible
auto accessor = grid.createAccessor();
for( double x = 0; x < 1.0; x += voxel_resolution )
{
for( double y = 0; y < 1.0; y += voxel_resolution )
{
for( double z = 0; z < 1.0; z += voxel_resolution )
{
Bonxai::CoordT coord = grid.posToCoord( x, y, z );
accessor.setValue( coord, 42 );
}
}
}
Finally, to read the value of a cell:
// If the value of the cell has never been set, return nullptr
int* value = accessor.value( coord );
- serialization to/from file.
- full implementation of the Octomap algorithm (ray casting + probability map).
- integration with ROS.
- RViz/RViz2 visualization plugins.
- integration with FCL for collision detection (?)
What is the point of reimplementing OpenVDB?
- The number one reason is to have fun and to learn something new :)
- I want this library to be small and easy to integrate into larger projects. The core data structure is less than 1000 lines of code.
- It is not an "exact" rewrite, I modified few important aspects of the algorithm to make it slightly faster, at least for my specific use cases.
How much memory does it uses, compared with Octomap?
It is... complicated.
If you need to store very sparse point clouds, you should expect Bonxai to use more memory (20-40% more). If the point cloud is relatively dense, Bonxai might use much less memory than Octomap (less than half).