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Semiautomatic shader code generation for rendering voxelized polygonal models

Published:15 February 2008Publication History

ABSTRACT

Voxelization is an important basic operation for many applications in computer graphics and related areas. We describe a voxelization method for general, complex models, which generates a high-resolution volume in a single pass. One interesting application is the simultaneous display of all layers of a model, e.g., in illustrative visualization. Due to the representation of the voxelization data as bitstrings encoded in multiple textures, writing rendering code based on it can be a tedious task. We therefore, present an automated code generation technique that abstracts and encapsulates binary data access. This allows us to quickly write programs that generate renderings based on voxel data; we call these "voxel shaders".

References

  1. Eisemann, E., and Décoret, X. 2006. Fast Scene Voxelization and Applications. In Proc. of ACM Symposium on Interactive 3D Graphics, 71--78. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Semiautomatic shader code generation for rendering voxelized polygonal models

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      • Published in

        cover image ACM Conferences
        I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
        February 2008
        219 pages
        ISBN:9781595939838
        DOI:10.1145/1342250

        Copyright © 2008 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 February 2008

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