Re: mesh to 3D texture?
Christian Heckl <c.heckl <at> quadrovisual.de>
2011-08-26 10:28:59 GMT
Hi Jeff,
recently did some research myself, haven't yet come to the
implementation side of things, so can't say much about real-world
applicability:
These are IMHO the most promising results, when it comes to
non-exlusively-binary voxelization:
Real-time GPU-based Voxelization and Applications (March 2011)
http://www.cs.wisc.edu/techreports/viewreport.php?report=1688
Two Simple Single-pass GPU methods for Multi-channel Surface
Voxelization of Dynamic Scenes (Pacific Graphics 2011)
http://graphics.cs.aueb.gr/graphics/docs/papers/PG-2011optimized.pdf
They both give a nice wrap-up of previous work (especially Eisemann)
and discuss the kind of problems you are worried about.
I will go for the second paper as basis for my implementation, not
completely sure about performance though.
<at> all: if anyone has experience with those two papers, I'd be glad to
know :)
Chris
So, suppose that I wanted to voxelize a mesh into a
regular 3D grid (a 3D texture on the GPU, fairly low res,
something like 64^3). At each point I'd like to have access to
color, a (rough) surface normal, and some kind of indicator of
whether the space is "empty" or "filled".
Is there some clever way I can use GPU rasterization to fill it
(ideally keeping the whole process on the GPU)? I thought about
rendering the mesh in slices with very narrow front and back clip
planes, once for each slice of the 3D texture, but it seems like
there could be issues with polygons perpendicular to my z axis not
showing up, creating holes...
Any advice?
--
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com
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