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
Scalable Parallel Programming with CUDA
Queue - GPU Computing
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
Cascaded light propagation volumes for real-time indirect illumination
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A topological approach to voxelization
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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We present a highly flexible and efficient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thin voxelizations, multiple boolean, floating point, vector-typed render targets, user-defined vertex and fragment shaders, and a bucketing mode which can be used to generate 3D A-buffers containing the entire list of fragments belonging to each voxel. For maximum efficiency, voxelization is implemented as a sort-middle tile-based rasterizer, while the A-buffer mode, essentially performing 3D binning of triangles over uniform grids, uses a sort-last pipeline. Despite its major flexibility, the performance of our tile-based rasterizer is always competitive with and sometimes more than an order of magnitude superior to that of state-of-the-art binary voxelizers, whereas our bucketing system is up to 4 times faster than previous implementations. In both cases the results have been achieved through the use of careful load-balancing and high performance sorting primitives.