Proceedings of the 2000 IEEE Symposium on Volume Visualization - VVS '00 2000
DOI: 10.1145/353888.353896
|View full text |Cite
|
Sign up to set email alerts
|

Fast CSG voxelization by frame buffer pixel mapping

Abstract: This paper describes a fast algorithm for the volume conversion and rendering of CSG models constructed from both geometric and volumetric primitives. Using 3D texture mapping and frame buffer pixel operations, the algorithm can interactively generate a binary volume of the CSG model. The result can be used for volume rendering and other applications. Boolean operations are implicitly computed by a Point-Classification Map, and implemented by a hardware assisted frame buffer pixel map. The algorithm can be app… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
9
0

Year Published

2001
2001
2010
2010

Publication Types

Select...
3
3
2

Relationship

0
8

Authors

Journals

citations
Cited by 19 publications
(9 citation statements)
references
References 22 publications
0
9
0
Order By: Relevance
“…In this research, a voxel model is used to represent a part and blank. The part is voxelized directly from the polyhedral model and the resulting surface of the part is defined by the exterior voxels; but, this is not a requirement as there exists methods to voxelize part models directly from CSG representations [31].…”
Section: Voxelizationmentioning
confidence: 99%
“…In this research, a voxel model is used to represent a part and blank. The part is voxelized directly from the polyhedral model and the resulting surface of the part is defined by the exterior voxels; but, this is not a requirement as there exists methods to voxelize part models directly from CSG representations [31].…”
Section: Voxelizationmentioning
confidence: 99%
“…In recent years, the evolution of graphics hardware has given rise to faster and more accurate voxelization algorithms [9], [8], [10], [11]. Thanks also to the emergence of programmable shaders (sets of code instructions executed directly on the graphic processing units), much of the computational burden has shifted to specialized hardware, so it is now possible to conduct voxelization and simulation operations in real-time [12], [13].…”
Section: Introductionmentioning
confidence: 99%
“…These slices constitute the final volume. The algorithm was later extended to a wide range of 3D objects [10] [11] [12] and applications including 3D spatial analysis [1] and collision detection [2]. However, its algorithmic complexity is proportional to the slice number of the resultant volume.…”
Section: Previous Workmentioning
confidence: 99%
“…This concept was first introduced by Arie Kaufman [21] [19]. Since then its applications in diverse fields have been broadly explored, including volume modelling [32], virtual medicine [22], haptic rendering [23], visualization of geometric model [33], CSG modelling [12] [7], collision detection [15] [2] [13] and 3D spatial analysis [1] etc.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation