“Real-time voxelization of triangle meshes on the GPU” by Llamas

  • ©Ignacio Llamas

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Title:

    Real-time voxelization of triangle meshes on the GPU

Session/Category Title:   Let’s Get Physical


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Abstract:


    We present two algorithms to generate volumetric representations of triangle meshes on the GPU. Because all the data is generated in video memory, the algorithms are particularly useful for GPU-based physical simulation. We demonstrate their application to fluid simulation with a real-time smoke simulation where dynamic obstacles (skinned meshes) drive the fluid motion. The first algorithm provides an inside-outside representation of the triangle mesh, while the second one provides interpolated attributes (such as velocity) for those voxels intersected by the boundary of the mesh. Both of these algorithms are efficient on current graphics hardware allowing their use in real-time applications such as video games.

References:


    1. Eisemann, E., and Decoret, X. 2006. Fast scene voxelization and applications. In Proceedings of ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 71–78.
    2. Fang, S., and Cheng, H. 2000. Hardware accelerated voxelization. Computers and Graphics 24, 3, 433–442.


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