“Fast Scene Voxelization and Applications” by Eisemann and Décoret

  • ©Elmar Eisemann and Xavier Décoret

Conference:


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Title:

    Fast Scene Voxelization and Applications

Session/Category Title:   Reprise of UIST, I8D, and Sandbox: The Videogame Symposium


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Abstract:


    This sketch paper presents an overview of “Fast Scene Voxelization and Applications” published at the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. It introduces slicemaps that correspond to a GPU friendly voxel representation of a scene. This voxelization is done at run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1M polygons. Creation and storage is performed on the graphics card avoiding unnecessary data transfer. Regular but also deformed grids are possible, in particular to better fit the scene geometry. Several applications are demonstrated: shadow calculation, refraction simulation and shadow volume culling/clamping.

References:


    1. Dong, Z., Chen, W., Bao, H., Zhang, H., and Peng, Q. 2004. Real-time voxelization for complex models. In Proceedings of the 12th Pacific Conference on Computer Graphics and Applications, 43–50.
    2. Lloyd, B., Wendt, J., Govindaraju, N. K., and Manocha, D. 2004. Cc shadow volumes. In Proceedings of the 2nd EG Symposium on Rendering, Eurographics Association, Springer Computer Science, Eurographics.


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