Thickness‐aware voxelization
Voxelization is a crucial process for many computer graphics applications such as collision detection, rendering of translucent objects, and global illumination. However, in some situations, although the mesh looks good, the voxelization result may be undesirable. In this paper, we describe a novel...
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Veröffentlicht in: | Computer animation and virtual worlds 2018-05, Vol.29 (3-4), p.n/a |
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Sprache: | eng |
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Zusammenfassung: | Voxelization is a crucial process for many computer graphics applications such as collision detection, rendering of translucent objects, and global illumination. However, in some situations, although the mesh looks good, the voxelization result may be undesirable. In this paper, we describe a novel voxelization method that uses the graphics processing unit for surface voxelization. Our improvements on the voxelization algorithm can address a problem of state‐of‐the‐art voxelization, which cannot deal with thin parts of the mesh object. We improve the quality of voxelization on both normal mediation and surface correction. Furthermore, we investigate our voxelization methods on indirect illumination, showing the improvement on the quality of real‐time rendering.
This paper augments voxelization algorithms to handle two‐sided polygons (that both fall in a same voxel) as well as "z"‐tearing artifacts that occur when to nearly‐coplanar surfaces with similar normals fall into the same texel.They are implemented on GPUs using OpenGL 4.x. The application of the algorithms are shown in global illumination. |
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ISSN: | 1546-4261 1546-427X |
DOI: | 10.1002/cav.1832 |