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
3D scan-conversion algorithms for voxel-based graphics
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
3D Line Voxelization and Connectivity Control
IEEE Computer Graphics and Applications
Efficient max-norm distance computation and reliable voxelization
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Voxelization in Common Sampling Lattices
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
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
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
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We present a novel approach to voxelization, based on intersecting the input primitives against intersection targets in the voxel grid. Instead of relying on geometric proximity measures, our approach is topological in nature, i.e., it builds on the connectivity and separability properties of the input and the intersection targets. We discuss voxelization of curves and surfaces in both 2D and 3D, and derive intersection targets that produce voxelizations with various connectivity, separability and thinness properties. The simplicity of our method allows for easy proofs of these properties. Our approach is directly applicable to curved primitives, and it is independent of input tessellation.