Application friendly voxelization on GPU by geometry splitting

Zhuopeng Zhang, Shigeo Morishima

研究成果: Conference contribution

5 被引用数 (Scopus)

抄録

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.

本文言語English
ホスト出版物のタイトルSmart Graphics - 12th International Symposium, SG 2014, Proceedings
出版社Springer Verlag
ページ112-120
ページ数9
ISBN(印刷版)9783319116495
DOI
出版ステータスPublished - 2014
イベント12th International Symposium on Smart Graphics, SG 2014 - Taipei, Taiwan, Province of China
継続期間: 2014 8 272014 8 29

出版物シリーズ

名前Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
8698 LNCS
ISSN(印刷版)0302-9743
ISSN(電子版)1611-3349

Conference

Conference12th International Symposium on Smart Graphics, SG 2014
国/地域Taiwan, Province of China
CityTaipei
Period14/8/2714/8/29

ASJC Scopus subject areas

  • 理論的コンピュータサイエンス
  • コンピュータ サイエンス(全般)

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