Real-Time Hierarchical Binary-Scene Voxelization
Vincent Forest, Loic Barthe, Mathias Paulin
In Journal of Graphics, GPU, and Game Tools, 14(3), 2009.
Abstract: Volumetric representations provide the localization of shapes in space. When such representation is created on the fly from the geometry, it becomes very useful for a wide range of applications (constructive solid geometry (CSG), shape repair, collision detection, etc. Using the advanced functionalities provided by recent GPUs (geometry shaders, 32-bit integer texture format and bitwise operators), we show how to compute a robust scene voxelization and octree construction in a few milliseconds from any hardware-supported rasterizable geometry. Our hierarchical volumetric representation is thus especially well-suited for hierarchical computation of fully dynamic scenes.
Article URL: http://dx.doi.org/10.1080/2151237X.2009.10129283
BibTeX format:
@article{Forest:2009:RHB,
  author = {Vincent Forest and Loic Barthe and Mathias Paulin},
  title = {Real-Time Hierarchical Binary-Scene Voxelization},
  journal = {Journal of Graphics, GPU, and Game Tools},
  volume = {14},
  number = {3},
  pages = {21--34},
  year = {2009},
}
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