International audienceThis paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the order of milliseconds, even for complex and dynamic scenes containing more than 1,000,000 polygons. The voxelization is created and stored on the GPU avoiding unnecessary data transfer. The approach can handle both regular grids and locally optimized grids that better fit the scene geometry. The paper demonstrates applications to shadow calculation, refraction simultation and shadow volume culling/clamping. copyright ACM, 2006. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redi...
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...
An efficient algorithm for the voxelization of solid objects represented by bound-ary surfaces of ar...
International audienceThis sketch paper presents an overview of ”Fast Scene Voxelization and Applica...
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. ...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
We consider the problem of producing high-quality shadows in real-time for 3D computer graphics soft...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
International audienceVolumetric representations provide the localization of shapes in space. When s...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
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...
An efficient algorithm for the voxelization of solid objects represented by bound-ary surfaces of ar...
International audienceThis sketch paper presents an overview of ”Fast Scene Voxelization and Applica...
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. ...
This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
We consider the problem of producing high-quality shadows in real-time for 3D computer graphics soft...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
International audienceVolumetric representations provide the localization of shapes in space. When s...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
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...
An efficient algorithm for the voxelization of solid objects represented by bound-ary surfaces of ar...