This paper proposes a new real-time voxelization algorithm using newly available GPU functionalities. Our voxelization algorithm is efficient and able to real-time transform a highly complex surface-represented scene into a set of high-resolution voxels in only one GPU pass using the newly available geometry shader. The usage of 3D texture allows our algorithm to record the existence, color and normal information in a voxel directly without specific encoding and decoding mechanism. This allows us to adjust the voxel resolution according to hardware limitation and the need of applications without strenuous modifications to the encoding and decoding scheme. At the same time extra surfacial and volumetric information also allows us to render m...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
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. ...
An efficient algorithm for the voxelization of solid objects represented by bound-ary surfaces of ar...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolut...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Abstract—Since many years, global illumination algorithms find limited use on interactive applicatio...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...
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. ...
An efficient algorithm for the voxelization of solid objects represented by bound-ary surfaces of ar...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
International audienceIn this paper, we present a single-pass technique to voxelize the interior of ...
In this paper, we present a novel approach to efficient real-time rendering of numerous high-resolut...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
frame (17 fps) on a GTX 680; the right view renders at 41 ms (24 fps) on a 1280×720 viewport with 4 ...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subs...
Abstract—Since many years, global illumination algorithms find limited use on interactive applicatio...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Context. Producing NavMeshes for pathfinding in computer games is a time-consuming process. Recast a...