Proceedings: GI 2008

Single-pass GPU solid voxelization for real-time applications

Elmar Eisemann , Xavier Décoret

Proceedings of Graphics Interface 2008: Windsor, Ontario, Canada, 28 - 30 May 2008, 73-80

DOI 10.20380/GI2008.10

  • Bibtex

    @inproceedings{Eisemann:2008:10.20380/GI2008.10,
    author = {Eisemann, Elmar and D{\'e}coret, Xavier},
    title = {Single-pass GPU solid voxelization for real-time applications},
    booktitle = {Proceedings of Graphics Interface 2008},
    series = {GI 2008},
    year = {2008},
    issn = {0713-5424},
    isbn = {978-1-56881-423-0},
    location = {Windsor, Ontario, Canada},
    pages = {73--80},
    numpages = {8},
    doi = {10.20380/GI2008.10},
    publisher = {Canadian Human-Computer Communications Society},
    address = {Toronto, Ontario, Canada},
    }

Abstract

In this paper, we present a single-pass technique to voxelize the interior of watertight 3D models with high resolution grids in real-time during a single rendering pass. Further, we develop a filtering algorithm to build a density estimate that allows the deduction of normals from the voxelized model. This is achieved via a dense packing of information using bitwise arithmetic. We demonstrate the versatility of the method by presenting several applications like translucency effects, CSG operations, interaction for particle simulations, and morphological operations. The speed of our method opens up the road for previously impossible approaches in real-time: 300,000 polygons are voxelized into a grid of one billion voxels at > 90Hz with a recent graphics card.