Application friendly voxelization on GPU by geometry splitting

Zhuopeng Zhang, Shigeo Morishima

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    5 Citations (Scopus)

    Abstract

    In this paper, we present a novel approach that utilizes the geometry shader to dynamically voxelize 3D models in real-time. In the geometry shader, the primitives are split by their Z-order, and then rendered to tiles which compose a single 2D texture. This method is completely based on graphic pipeline, rather than computational methods like CUDA/OpenCL implementation. So it can be easily integrated into a rendering or simulation system. Another advantage of our algorithm is that while doing voxelization, it can simultaneously record the additional mesh information like normal, material properties and even speed of vertex displacement. Our method achieves conservative voxelization by only two passes of rendering without any preprocessing and it fully runs on GPU. As a result, our algorithm is very useful for dynamic application.

    Original languageEnglish
    Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    PublisherSpringer Verlag
    Pages112-120
    Number of pages9
    Volume8698 LNCS
    ISBN (Print)9783319116495
    DOIs
    Publication statusPublished - 2014
    Event12th International Symposium on Smart Graphics, SG 2014 - Taipei
    Duration: 2014 Aug 272014 Aug 29

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume8698 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other12th International Symposium on Smart Graphics, SG 2014
    CityTaipei
    Period14/8/2714/8/29

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    Keywords

    • applications
    • geometry shader
    • rasterization
    • voxelization

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Zhang, Z., & Morishima, S. (2014). Application friendly voxelization on GPU by geometry splitting. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 8698 LNCS, pp. 112-120). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8698 LNCS). Springer Verlag. https://doi.org/10.1007/978-3-319-11650-1_10