Fundamentals of surface voxelization
Graphical Models and Image Processing
An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Fast 3D triangle-box overlap testing
Journal of Graphics Tools
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
The Visual Computer: International Journal of Computer Graphics
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Real-time KD-tree construction on graphics hardware
ACM SIGGRAPH Asia 2008 papers
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Efficient stream compaction on wide SIMD many-core architectures
Proceedings of the Conference on High Performance Graphics 2009
Designing efficient sorting algorithms for manycore GPUs
IPDPS '09 Proceedings of the 2009 IEEE International Symposium on Parallel&Distributed Processing
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Data-Parallel Octrees for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Speeding up large-scale geospatial polygon rasterization on GPGPUs
Proceedings of the ACM SIGSPATIAL Second International Workshop on High Performance and Distributed Geographic Information Systems
Point-tessellated voxelization
Proceedings of Graphics Interface 2012
Real-Time Fluid Effects on Surfaces using the Closest Point Method
Computer Graphics Forum
OpenFab: a programmable pipeline for multi-material fabrication
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Skeletal representations of orthogonal shapes
Graphical Models
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
A topological approach to voxelization
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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This paper presents data-parallel algorithms for surface and solid voxelization on graphics hardware. First, a novel conservative surface voxelization technique, setting all voxels overlapped by a mesh's triangles, is introduced, which is up to one order of magnitude faster than previous solutions leveraging the standard rasterization pipeline. We then show how the involved new triangle/box overlap test can be adapted to yield a 6-separating surface voxelization, which is thinner but still connected and gap-free. Complementing these algorithms, both a triangle-parallel and a tile-based technique for solid voxelization are subsequently presented. Finally, addressing the high memory consumption of high-resolution voxel grids, we introduce a novel octree-based sparse solid voxelization approach, where only close to the solid's boundary finest-level voxels are stored, whereas uniform interior and exterior regions are represented by coarser-level voxels. This representation is created directly from a mesh without requiring a full intermediate solid voxelization, enabling GPU-based voxelizations of unprecedented size.