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Article Dans Une Revue Journal of Graphics, GPU, and Game Tools Année : 2009

Real-Time Hierarchical Binary-Scene Voxelization

Résumé

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.
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Dates et versions

hal-01516269 , version 1 (17-12-2020)

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Vincent Forest, Loïc Barthe, Mathias Paulin. Real-Time Hierarchical Binary-Scene Voxelization. Journal of Graphics, GPU, and Game Tools, 2009, 14 (3), pp.21-34. ⟨10.1080/2151237X.2009.10129283⟩. ⟨hal-01516269⟩
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