mesh to 3D texture?

Jeff Russell <[email protected]> Thu, 25 Aug 2011 12:04:58 -0500
Newsgroups gmane.games.devel.algorithms
Message-ID <CANLWWykAUyCZGmS__Y=TSMUPZ0Xk-e_d46512ZSCCv06q1SKmw@mail.gmail.com>
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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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So, suppose that I wanted to voxelize a mesh into a regular 3D grid (a 3D t=
exture on the GPU, fairly low res, something like 64^3). At each point I&#3=
9;d like to have access to color, a (rough) surface normal, and some kind o=
f indicator of whether the space is &quot;empty&quot; or &quot;filled&quot;=
.<br>

<br>Is there some clever way I can use GPU rasterization to fill it (ideall=
y 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 p=
erpendicular to my z axis not showing up, creating holes...<br>

<br>Any advice?<br clear=3D"all"><br>-- <br>Jeff Russell<br>Engineer, 8monk=
ey Labs<br><a href=3D"http://www.8monkeylabs.com" target=3D"_blank">www.8mo=
nkeylabs.com</a><br>

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