Real-Time Hierarchical Binary-Scene Voxelization

Vincent Forest, L. Barthe, M. Paulin
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引用次数: 28

Abstract

Volumetric representations provide the localization of shapes in space. When such representation is created on the fly from the geometry, it becomes very useful for a wide range of applications (constructive solid geometry (CSG), shape repair, collision detection, etc. Using the advanced functionalities provided by recent GPUs (geometry shaders, 32-bit integer texture format and bitwise operators), we show how to compute a robust scene voxelization and octree construction in a few milliseconds from any hardware-supported rasterizable geometry. Our hierarchical volumetric representation is thus especially well-suited for hierarchical computation of fully dynamic scenes.
实时分层二元场景体素化
体积表示提供了空间中形状的定位。当这种表示从几何图形动态创建时,它对于广泛的应用(建设性实体几何(CSG),形状修复,碰撞检测等)变得非常有用。使用最新gpu提供的高级功能(几何着色器,32位整数纹理格式和位运算符),我们展示了如何在几毫秒内从任何硬件支持的光栅化几何计算出一个强大的场景体素化和八树结构。因此,我们的分层体表示特别适合于全动态场景的分层计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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