2002
DOI: 10.1080/10867651.2002.10487563
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Complete Polygonal Scene Voxelization

Abstract: We present a fast and robust tool for automatically converting complete polygonal scenes into volumet ric representations. A wide range of scenes are handled by storing the st atus (inside/ outside) of th e volumetric space areas in the cells of an octree. The algori thm first looks for a point in the scene for which t he status can be univocally determined. When such a point is found , it propagates its stat us to the surrounding visible cells. This iterative two-step procedure is repeated for different parts… Show more

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Cited by 27 publications
(24 citation statements)
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“…For example, in the second version of the Unreal Engine [16], portal construction was done with the help of a level editor built into the engine. Although a method of generating portals for arbitrary scenes was described in 2002 [14], use of the automatic generation of portals is not widespread yet in the video game industry due to difficulties associated with the proper implementation of such techniques. In the literature, a similar algorithm for automatic portal generation has been described [8,32].…”
Section: Related Workmentioning
confidence: 99%
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“…For example, in the second version of the Unreal Engine [16], portal construction was done with the help of a level editor built into the engine. Although a method of generating portals for arbitrary scenes was described in 2002 [14], use of the automatic generation of portals is not widespread yet in the video game industry due to difficulties associated with the proper implementation of such techniques. In the literature, a similar algorithm for automatic portal generation has been described [8,32].…”
Section: Related Workmentioning
confidence: 99%
“…The proposed method is based on the voxelization of the input geometry [14] and then computing the distance field [4]; i.e., assigning the shortest distance to any wall in the scene for each voxel. It is worth mentioning that the same voxelization can also be used to automatically generate a simplified geometry (through the so-called re-meshing), which can then be used in other algorithms (such as OC visibility [41]).…”
Section: Algorithm Overviewmentioning
confidence: 99%
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