Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Multi-pass pipeline rendering: realism for dynamic environments
Proceedings of the 1997 symposium on Interactive 3D graphics
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An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Fast voxelization of three-dimensional synthetic objects
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A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Alias-Free Voxelization of Geometric Objects
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Casting curved shadows on curved surfaces
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Efficient max-norm distance computation and reliable voxelization
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Real-time Voxelization for Complex Polygonal Models
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Statistical geometry representation for efficient transmission and rendering
ACM Transactions on Graphics (TOG)
An approximate image-space approach for interactive refraction
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Signed Distance Transform Using Graphics Hardware
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Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive image-space techniques for approximating caustics
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time refraction through deformable objects
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time voxelization of triangle meshes on the GPU
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The Visual Computer: International Journal of Computer Graphics
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Real-time KD-tree construction on graphics hardware
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Interactive hair rendering and appearance editing under environment lighting
Proceedings of the 2011 SIGGRAPH Asia Conference
Light field techniques for reflections and refractions
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
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This work proposes a new voxelization algorithm based on newly available GPU functionalities and designs several real-time applications to render complex lighting effects with the voxelization result. The voxelization algorithm can efficiently transform a highly complex scene in a surface-boundary representation into a set of voxels in one GPU pass using the geometry shader. Newly available 3D textures are used to directly record the surficial and volumetric properties of objects such as opaqueness, refraction, and transmittance. In the first, the usage of 3D textures can remove those strenuous efforts required to modify the encoding and decoding scheme when adjusting the voxel resolution. Second, surficial and volumetric properties recorded in 3D textures can be used to interactively compute and render more realistic lighting effects including the shadow of objects with complex occlusion and the refraction and transmittance of transparent objects. The shadow can be rendered with an absorption coefficient which is computed according to the number of surfaces drawing in each voxel during voxelization and used to compute the amount of light passing through partially occluded complex objects. The surface normal, transmittance coefficient and refraction index recorded in each voxel can be used to simulate the refraction and transmittance lighting effects of transparent objects using our multiple-surfaced refraction algorithm. Finally, the results demonstrate that our algorithm can transform a dynamic scene into a set of voxels and render complex lighting effects in real time without any pre-processing.