Point-tessellated voxelization
Yun Fei, Bin Wang, Jiating Chen
Proceedings of Graphics Interface 2012, May 2012, pp. 9--18.
Abstract: Applications such as shape matching, visibility processing, rapid manufacturing, and 360 degree display usually require the generation of a voxel representation from a triangle mesh interactively or in real-time. In this paper, we describe a novel framework that uses the hardware tessellation support on the graphics processing unit (GPU) for surface voxelization. To generate gap-free voxelization results with superior performance, our framework uses three stages: triangle subdivision, point generation, and point injection. For even higher temporal efficiency we introduce PN-triangles and displacement mapping to voxelize meshes with rugged surfaces in high resolution. Our framework can be implemented with simple shader programming, making it readily applicable to a number of real-time applications where both development and runtime efficiencies are of concern.
@inproceedings{Fei:2012:PV,
author = {Yun Fei and Bin Wang and Jiating Chen},
title = {Point-tessellated voxelization},
booktitle = {Proceedings of Graphics Interface 2012},
pages = {9--18},
month = may,
year = {2012},
}
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