Real-Time Hierarchical Binary-Scene Voxelization

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.

[1]  Hujun Bao,et al.  Real-time voxelization for complex polygonal models , 2004, 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings..

[2]  Alireza Entezari,et al.  Voxelization in common sampling lattices , 2003, 11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings..

[3]  Matt Pharr,et al.  Gpu gems 2: programming techniques for high-performance graphics and general-purpose computation , 2005 .

[4]  Mark J. Harris Mapping computational concepts to GPUs , 2005, SIGGRAPH Courses.

[5]  Nadine Warzée,et al.  Complete Polygonal Scene Voxelization , 2002, J. Graphics, GPU, & Game Tools.

[6]  Sylvain Lefebvre,et al.  Octree Textures on the GPU , 2005 .

[7]  Michael Todd Bunnell,et al.  Dynamic Ambient Occlusion and Indirect Lighting , 2005 .

[8]  Dinesh Manocha,et al.  CC shadow volumes , 2004, SIGGRAPH '04.

[9]  Carlos Ureña,et al.  An Efficient Parametric Algorithm for Octree Traversal , 2000, WSCG.

[10]  Arie E. Kaufman,et al.  Volume sampled voxelization of geometric primitives , 1993, Proceedings Visualization '93.

[11]  Solomon Eyal Shimony,et al.  3D scan-conversion algorithms for voxel-based graphics , 1987, I3D '86.

[12]  Elmar Eisemann,et al.  Fast scene voxelization and applications , 2006, I3D '06.

[13]  Dinesh Manocha,et al.  DiFi: Fast 3D Distance Field Computation Using Graphics Hardware , 2004, Comput. Graph. Forum.

[14]  Timo Aila,et al.  Ambient occlusion for animated characters , 2006, EGSR '06.