I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
AfriGraph '01 1st International Conference on Virtual Reality, Computer Graphics and Visualization in Southern Africa ( formerly known as SAGA 2001 )
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Fully Automatic Registration of 3D Point Clouds
CVPR '06 Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1
The Visual Computer: International Journal of Computer Graphics
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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Applications such as shape matching, visibility processing, rapid manufacturing, and 360 degree display usually require the generation of a voxel representation from a triangle mesh interactively or in real-time. In this paper, we describe a novel framework that uses the hardware tessellation support on the graphics processing unit (GPU) for surface voxelization. To generate gap-free voxelization results with superior performance, our framework uses three stages: triangle subdivision, point generation, and point injection. For even higher temporal efficiency we introduce PN-triangles and displacement mapping to voxelize meshes with rugged surfaces in high resolution. Our framework can be implemented with simple shader programming, making it readily applicable to a number of real-time applications where both development and runtime efficiencies are of concern.