Proceedings of the 24th Spring Conference on Computer Graphics 2008
DOI: 10.1145/1921264.1921288
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GPU-accelerated multi-valued solid voxelization by slice functions in real time

Abstract: Figure 1: Solid voxelization results (256 3 ) with different slice functions. (a) is a volumetric dragon model in FUNC_COLORFUL_CHECKER, (b) is a volumetric happy Buddha model with a slice function of semi-translucent jade, (c) is a volumetric dragon model in FUNC_COLOR_RAMP. AbstractThis paper presents a GPU-accelerated slice-independent solid voxelization approach that utilizes a dynamic slice function mechanism and masking techniques to significantly improve solid voxelization speed in real time as well as … Show more

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Cited by 2 publications
(5 citation statements)
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“…Sometimes a boundary representing the surface of a solid object can be voxelised as well [43]. Methods utilised to acquire solid voxelisation are similar to the surface ones, considering either rasterisation [3] or slicing [2,28,39,43,84]. Achieving quick solid voxelisation is a less studied topic than surface voxelisation mainly due to its need and speed to acquire interior voxels of a 3D model.…”
Section: Solid Voxelisationmentioning
confidence: 99%
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“…Sometimes a boundary representing the surface of a solid object can be voxelised as well [43]. Methods utilised to acquire solid voxelisation are similar to the surface ones, considering either rasterisation [3] or slicing [2,28,39,43,84]. Achieving quick solid voxelisation is a less studied topic than surface voxelisation mainly due to its need and speed to acquire interior voxels of a 3D model.…”
Section: Solid Voxelisationmentioning
confidence: 99%
“…However, the algorithm fails if two fragments are located in the same voxel. An algorithm achieving multi-valued solid voxelisation is suggested using depth buffer and stencil buffer to create a mask for solid slice creation [28]. Building on top of their previous research [2], an approach for solid voxelisation is presented where all slices are processed at a time using more robust bitwise OR operation [39].…”
Section: Slice-basedmentioning
confidence: 99%
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“…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%