An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Simplification and Repair of Polygonal Models Using Volumetric Techniques
IEEE Transactions on Visualization and Computer Graphics
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
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
Efficient sparse voxel octrees
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
Compact, fast and robust grids for ray tracing
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Coherent out-of-core point-based global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in the form of sparse voxel octrees. In this paper, we present an out-of-core algorithm for constructing a sparse voxel octree from a triangle mesh. Our algorithm allows the input triangle mesh, the output sparse voxel octree, and, most importantly, the intermediate high-resolution 3D voxel grid, to be larger than available memory. We demonstrate that our out-of-core algorithm can construct sparse voxel octrees from triangle meshes using only a fraction of the memory required by an in-core algorithm in roughly the same time, and that our out-of-core algorithm can also handle extremely large triangle meshes.