Best approximate circles on integer grids
ACM Transactions on Graphics (TOG)
Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Curve-drawing algorithms for Raster displays
ACM Transactions on Graphics (TOG)
Representation of Three-Dimensional Digital Images
ACM Computing Surveys (CSUR)
A language for bitmap manipulation
ACM Transactions on Graphics (TOG)
Using program transformations to derive line-drawing algorithms
ACM Transactions on Graphics (TOG)
A linear algorithm for incremental digital display of circular arcs
Communications of the ACM
Algorithms for Graphics and Imag
Algorithms for Graphics and Imag
A Two-Dimensional Frame Buffer Processor
Advances in Computer Graphics Hardware II (Eurographics'87 Workshop)
Parametric curves, surfaces and volumes in computer graphics and computer-aided geometric design
Parametric curves, surfaces and volumes in computer graphics and computer-aided geometric design
Efficient algorithms for 3D scan-conversion of parametric curves, surfaces, and volumes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Voxel space automata: modeling with stochastic growth processes in voxel space
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Direct interaction with a 3D volumetric environment
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Three-dimensional medical imaging: algorithms and computer systems
ACM Computing Surveys (CSUR)
A survey of algorithms for volume visualization
ACM SIGGRAPH Computer Graphics
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Design for a real-time high-quality volume rendering workstation
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
Fast CSG voxelization by frame buffer pixel mapping
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Permission grids: practical, error-bounded simplification
ACM Transactions on Graphics (TOG)
Fast volumetric CSG modeling using standard graphics system
Proceedings of the seventh ACM symposium on Solid modeling and applications
Interactive visualization of unstructured grids using hierarchical 3D textures
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-software-balanced resampling for the interactive visualization of unstructured grids
Proceedings of the conference on Visualization '01
A Real-time Navigator for the Visible Human
IEEE Internet Computing
The Discrete Analytical Hyperspheres
IEEE Transactions on Visualization and Computer Graphics
Alias-Free Voxelization of Geometric Objects
IEEE Transactions on Visualization and Computer Graphics
Memory and Processing Architecture for 3D Voxel-Based Imagery
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
3D Line Voxelization and Connectivity Control
IEEE Computer Graphics and Applications
Computer
A fast depth-buffer-based voxelization algorithm
Journal of Graphics Tools
Segmentation and Length Estimation of 3D Discrete Curves
Digital and Image Geometry, Advanced Lectures [based on a winter school held at Dagstuhl Castle, Germany in December 2000]
Object Discretization in Higher Dimensions
DGCI '00 Proceedings of the 9th International Conference on Discrete Geometry for Computer Imagery
Segmentation and length estimation of 3D discrete curves
Digital and image geometry
Exploiting self-similarity in geometry for voxel based solid modeling
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
A procedural interface for volume rendering
VIS '90 Proceedings of the 1st conference on Visualization '90
VIS '91 Proceedings of the 2nd conference on Visualization '91
A voxel-based, forward projection algorithm for rendering surface and volumetric data
VIS '92 Proceedings of the 3rd conference on Visualization '92
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
Fast surface rendering from raster data by voxel traversal using chessboard distance
VIS '94 Proceedings of the conference on Visualization '94
2D and 3D visibility in discrete geometry: an application to discrete geodesic paths
Pattern Recognition Letters - Special issue: Discrete geometry for computer imagery (DGCI'2002)
"On-the-fly" voxelization for 6 degrees-of-freedom haptic virtual sculpting
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Discrete Applied Mathematics
Tour generation for exploration of 3D virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Efficient computation of volume fractions for multi-material cell complexes in a grid by slicing
Computers & Geosciences
GPU-accelerated multi-valued solid voxelization by slice functions in real time
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
The design of parallel solid voxelization based on multi-processor pipeline by program slicing
ICCOMP'08 Proceedings of the 12th WSEAS international conference on Computers
Dynamic Chunking for Out-of-Core Volume Visualization Applications
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
GPU-accelerated multi-valued solid voxelization by slice functions in real time
Proceedings of the 24th Spring Conference on Computer Graphics
Finite element analysis in situ
Finite Elements in Analysis and Design
GPU-based fast volumetric terrain modeling for volumetric GIS
Proceedings of the 2nd International Conference on Computing for Geospatial Research & Applications
Error-Bounded solid voxelization for polygonal model based on heuristic seed filling
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Retrieving 3d CAD model with regional entropy distributions
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Characterization of the closest discrete approximation of a line in the 3-dimensional space
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Towards a 3-D graphics workstation
EGGH'86 Proceedings of the First Eurographics conference on Advances in Computer Graphics Hardware
Building a full scale VLSI-based volume visualization system
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
Sheared interpolation and gradient estimation for real-time volume rendering
EGGH'94 Proceedings of the Ninth Eurographics conference on Graphics Hardware
Interactive rendering of volumetric data sets
EGGH'94 Proceedings of the Ninth Eurographics conference on Graphics Hardware
Hardware architecture for voxelization-based volume rendering unstructured grids
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
A topological approach to voxelization
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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An assortment of algorithms, termed three-dimensional (3D) scan-conversion algorithms, is presented. These algorithms scan-convert 3D geometric objects into their discrete voxel-map representation within a Cubic Frame Buffer (CFB). The geometric objects that are studied here include three-dimensional lines, polygons (optionally filled), polyhedra (optionally filled), cubic parametric curves, bicubic parametric surface patches, circles (optionally filled), and quadratic objects (optionally filled) like those used in constructive solid geometry: cylinders, cones, and spheres.All algorithms presented here do scan-conversion with computational complexity which is linear in the number of voxels written to the CFB. All algorithms are incremental and use only additions, subtractions, tests and simpler operations inside the inner algorithm loops. Since the algorithms are basically sequential, the temporal complexity is also linear. However, the polyhedron-fill and sphere-fill algorithms have less than linear temporal complexity, as they use a mechanism for writing a voxel run into the CFB. The temporal complexity would then be linear with the number of pixels in the object's 2D projection. All algorithms have been implemented as part of the CUBE Architecture, which is a voxel-based system for 3D graphics. The CUBE architecture is also presented.