Two Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenes

dc.contributor.authorGaitatzes, Athanasiosen_US
dc.contributor.authorMavridis, Pavlosen_US
dc.contributor.authorPapaioannou, Georgiosen_US
dc.contributor.editorBing-Yu Chen and Jan Kautz and Tong-Yee Lee and Ming C. Linen_US
dc.date.accessioned2013-10-31T09:54:28Z
dc.date.available2013-10-31T09:54:28Z
dc.date.issued2011en_US
dc.description.abstractAn increasing number of rendering and geometry processing algorithms relies on volume data to calculate anything from effects like smoke/fluid simulations, visibility information or global illumination effects. We present two real-time and simple-to-implement novel surface voxelization algorithms and a volume data caching structure, the Volume Buffer, which encapsulates functionality, storage and access similar to a frame buffer object, but for threedimensional scalar data. The Volume Buffer can rasterize primitives in 3d space and accumulate up to 1024 bits of arbitrary data per voxel, as required by the specific application. The strength of our methods is the simplicity of the implementation resulting in fast computation times and very easy integration with existing frameworks and rendering engines.en_US
dc.description.seriesinformationPacific Graphics Short Papersen_US
dc.identifier.isbn978-3-905673-84-5en_US
dc.identifier.urihttps://doi.org/10.2312/PE/PG/PG2011short/031-036en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation-Bitmap and frame-buffer operationsen_US
dc.titleTwo Simple Single-pass GPU methods for Multi-channel Surface Voxelization of Dynamic Scenesen_US
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