Skip to main content

Application Friendly Voxelization on GPU by Geometry Splitting

  • Conference paper
Smart Graphics (SG 2014)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8698))

Included in the following conference series:

Abstract

In this paper, we present a novel approach that utilizes the geometry shader to dynamically voxelize 3D models in real-time. In the geometry shader, the primitives are split by their Z-order, and then rendered to tiles which compose a single 2D texture. This method is completely based on graphic pipeline, rather than computational methods like CUDA/OpenCL implementation. So it can be easily integrated into a rendering or simulation system. Another advantage of our algorithm is that while doing voxelization, it can simultaneously record the additional mesh information like normal, material properties and even speed of vertex displacement. Our method achieves conservative voxelization by only two passes of rendering without any preprocessing and it fully runs on GPU. As a result, our algorithm is very useful for dynamic application.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 34.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 44.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Ren, Z., Zhou, K., Li, T., Hua, W., Guo, B.: Interactive hair rendering under environment lighting. ACM Transaction on Graphics 29(4), 55:1–55:8 (2010)

    Google Scholar 

  2. Reinbothe, C.K., Boubekeur, T., Alexa, M.: Hybrid ambient occlusion. In: Eurographics 2009 Annex (Areas Papers), pp. 51–57 (2009)

    Google Scholar 

  3. Li, W., Fan, Z., Wei, X., Kaufman, A.: Gpu-based flow simulation with complex boundaries. In: Pharr, M. (ed.) GPU Gems 2, ch. 47, pp. 747–764. Addison Wesley, Boston (2005)

    Google Scholar 

  4. Everitt, C.: Interactive order-independent transparency (2001)

    Google Scholar 

  5. Rivers, A.R., James, D.L.: FastLSM: Fast lattice shape matching for robust real-time deformation. ACM Transactions on Graphics 26(3), 82:1-82:6 (2007)

    Google Scholar 

  6. Fang, S., Chen, H.: Hardware accelerated voxelization. Computers & Graphics 24(3), 433–442 (2000)

    Article  Google Scholar 

  7. Dong, Z., Chen, W., Bao, H., Zhang, H., Peng, Q.: Real- time voxelization for complex models. In: Proceedings of Pacific Graphics, pp. 43–50 (2004)

    Google Scholar 

  8. Schwarz, M., Seidel, H.-P.: Fast parallel surface and solid voxelization on gpus. ACM Transaction on Graphics 29(6), 179:1179:9 (2010)

    Google Scholar 

  9. Pantaleoni, J.: VoxelPipe: A Programmable Pipeline for 3D Voxelization. In: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, pp. 99–106. ACM, New York (2011)

    Chapter  Google Scholar 

  10. Hasselgren, J., Akenine-Müller, T., Ohlsson, L.: Conservative Rasterization. In: Pharr, M. (ed.) GPU Gems 2, ch. 42, pp. 677–690. Addison Wesley, Boston (2005)

    Google Scholar 

  11. Zhang, L., Chen, W., Ebert, D.S., Peng, Q.: Conservative voxelization. The Visual Computer 23(9-11), 783–792 (2007)

    Article  Google Scholar 

  12. Eisemann, E., Décoret, X.: Fast Scene Voxelization and Applications. In: Proceedings of the 2006 Symposium on Interactive 3D Graphics and Games, I3D, vol. 17, pp. 71–78. ACM, New York (2006)

    Google Scholar 

  13. Eisemann, E., Décoret, X., Single-Pass, G.P.U.: Solid Voxelization for Real- Time Applications. In: Proceedings of Graphics Interface 2008, Canadian Information, vol. 17, pp. 73–80. Processing Society, Toronto (2008)

    Google Scholar 

  14. Marschner, S.R., Jensen, H.W., Cammarano, M., Worley, S., Hanrahan, P.: Light scattering from human hair fibers. In: ACM Transactions on Graphics (Proceedings of ACMSIGGRAPH 2003), vol. 22(3), pp. 780–791 (2003)

    Google Scholar 

  15. Zinke, A., Yuksel, C., Weber, A., Keyser, J.: Dual Scattering Approximation for Fast Multiple Scattering in Hair. ACM Transactions on Graphics 27(3), 32:1–32:10 (2008)

    Google Scholar 

  16. Rauwendaal, R., Bailey, M.: Hybrid Computational Voxelization Using the Graphics Pipeline. Journal of Computer Graphics Techniques 2(1) (2013)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2014 Springer International Publishing Switzerland

About this paper

Cite this paper

Zhang, Z., Morishima, S. (2014). Application Friendly Voxelization on GPU by Geometry Splitting. In: Christie, M., Li, TY. (eds) Smart Graphics. SG 2014. Lecture Notes in Computer Science, vol 8698. Springer, Cham. https://doi.org/10.1007/978-3-319-11650-1_10

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-11650-1_10

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-11649-5

  • Online ISBN: 978-3-319-11650-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics