International audienceThis 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
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolut...
For a long time, triangles have been considered the state-of-sthe-art primitive for fast interactive...
International audienceThis paper presents a novel approach that uses graphics hardware to dynamicall...
International audienceThis sketch paper presents an overview of ”Fast Scene Voxelization and Applica...
Figure 1: Slicemaps (small figures), can be used for several applications and a variety of effects. ...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
Figure 1: Our technique renders complex scenes consisting of billions of voxels in real time and sup...
Voxel representations are commonly used for scientific data visualization, but also for many specia...
We consider the problem of producing high-quality shadows in real-time for 3D computer graphics soft...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
International audienceVolumetric representations provide the localization of shapes in space. When s...
International audienceWe propose a new approach to efficiently render large volumetric data sets. Th...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolut...
For a long time, triangles have been considered the state-of-sthe-art primitive for fast interactive...
International audienceThis paper presents a novel approach that uses graphics hardware to dynamicall...
International audienceThis sketch paper presents an overview of ”Fast Scene Voxelization and Applica...
Figure 1: Slicemaps (small figures), can be used for several applications and a variety of effects. ...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
Figure 1: Our technique renders complex scenes consisting of billions of voxels in real time and sup...
Voxel representations are commonly used for scientific data visualization, but also for many specia...
We consider the problem of producing high-quality shadows in real-time for 3D computer graphics soft...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
International audienceVolumetric representations provide the localization of shapes in space. When s...
International audienceWe propose a new approach to efficiently render large volumetric data sets. Th...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolut...
For a long time, triangles have been considered the state-of-sthe-art primitive for fast interactive...