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.
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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
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DOI: https://doi.org/10.1007/978-3-319-11650-1_10
Publisher Name: Springer, Cham
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