IEEE Computer Graphics and Applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
An approximate image-space approach for interactive refraction
ACM SIGGRAPH 2005 Papers
A practical self-shadowing algorithm for interactive hair animation
GI '05 Proceedings of Graphics Interface 2005
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time voxelization of triangle meshes on the GPU
ACM SIGGRAPH 2007 sketches
Stratified helix information of medial-axis-points matching for 3D model retrieval
Proceedings of the international workshop on Workshop on multimedia information retrieval
Semiautomatic shader code generation for rendering voxelized polygonal models
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive relighting of dynamic refractive objects
ACM SIGGRAPH 2008 papers
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
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
Granular visibility queries on the GPU
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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
A parallel algorithm for construction of uniform grids
Proceedings of the Conference on High Performance Graphics 2009
ACM SIGGRAPH ASIA 2009 Courses
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Dynamic ambient occlusion from volumetric proxies
ACM SIGGRAPH 2010 Posters
Advanced techniques in real-time hair rendering and simulation
ACM SIGGRAPH 2010 Courses
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 2010 papers
Multi-layered framebuffer condensation: the l-buffer concept
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Interactive voxelized epipolar shadow volumes
ACM SIGGRAPH ASIA 2010 Sketches
GPU-accelerated multi-valued solid voxelization by slice functions in real time
Proceedings of the 24th Spring Conference on Computer Graphics
Shadow caster culling for efficient shadow mapping
I3D '11 Symposium on Interactive 3D Graphics and Games
Voxel-based global illumination
I3D '11 Symposium on Interactive 3D Graphics and Games
I3D '11 Symposium on Interactive 3D Graphics and Games
Novel geometrical voxelization approach with application to streamlines
Journal of Computer Science and Technology
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
VoxelPipe: a programmable pipeline for 3D voxelization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Point-tessellated voxelization
Proceedings of Graphics Interface 2012
ACM SIGGRAPH 2012 Courses
Interactive, multiresolution image-space rendering for dynamic area lighting
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Adaptive volumetric shadow maps
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
World-in-Miniature Interaction for Complex Virtual Environments
International Journal of Creative Interfaces and Computer Graphics
Out-of-core construction of sparse voxel octrees
Proceedings of the 5th High-Performance Graphics Conference
ACM SIGGRAPH 2013 Courses
Geometry-shader-based real-time voxelization and applications
The Visual Computer: International Journal of Computer Graphics
A topological approach to voxelization
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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This paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1,000,000 polygons. The voxelization is created and stored on the GPU avoiding unnecessary data transfer. The approach can handle both regular grids and locally optimized grids that better fit the scene geometry. The paper demonstrates applications to shadow calculation, refraction simultation and shadow volume culling/clamping.