Re: mesh to 3D texture?

Michael Hamlin <[email protected]> Thu, 25 Aug 2011 10:43:47 -0700
Newsgroups gmane.games.devel.algorithms
Message-ID <CADDqggfQCoWkxVoUt0FgUzDav+F3hzZy-9qTk9XtQCTO5LCenw@mail.gmail.com>
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I've not personally done this work but do recall a few papers I've read on
the topic.

The following paper should be particularly germane. It details an approach
for one pass solid voxelization. It also describes a method for determining
a density field from which you can derive normal data. I imagine depending
on your buffer width you could record encoded normal and color samples in
the first pass, though this data only really is meaningful for the
isosurface itself.
http://artis.imag.fr/Publications/2008/ED08a/solidvoxelizationAuthorVersion.pdf


Some more reading, though I've not read this paper in depth.
http://www.mpi-inf.mpg.de/~mschwarz/papers/vox-siga10.pdf

-Michael

On Thu, Aug 25, 2011 at 10:04 AM, Jeff Russell <[email protected]>wrote:

> 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
>
>
> ------------------------------------------------------------------------------
> EMC VNX: the world's simplest storage, starting under $10K
> The only unified storage solution that offers unified management
> Up to 160% more powerful than alternatives and 25% more efficient.
> Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
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I&#39;ve not personally done this work but do recall a few papers I&#39;ve =
read on the topic.<br><br>The following paper should be particularly german=
e. It details an approach for one pass solid voxelization. It also describe=
s a method for determining a density field from which you can derive normal=
 data. I imagine depending on your buffer width you could record encoded no=
rmal and color samples in the first pass, though this data only really is m=
eaningful for the isosurface itself.<br>
<a href=3D"http://artis.imag.fr/Publications/2008/ED08a/solidvoxelizationAu=
thorVersion.pdf">http://artis.imag.fr/Publications/2008/ED08a/solidvoxeliza=
tionAuthorVersion.pdf</a><br><br><br>Some more reading, though I&#39;ve not=
 read this paper in depth.<br>
<a href=3D"http://www.mpi-inf.mpg.de/~mschwarz/papers/vox-siga10.pdf">http:=
//www.mpi-inf.mpg.de/~mschwarz/papers/vox-siga10.pdf</a><br><br>-Michael<br=
><br><div class=3D"gmail_quote">On Thu, Aug 25, 2011 at 10:04 AM, Jeff Russ=
ell <span dir=3D"ltr">&lt;<a href=3D"mailto:[email protected]">jeffdr@=
8monkeylabs.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">So, suppose that I wanted to voxelize a mes=
h into a regular 3D grid (a 3D texture on the GPU, fairly low res, somethin=
g like 64^3). At each point I&#39;d like to have access to color, a (rough)=
 surface normal, and some kind of indicator of whether the space is &quot;e=
mpty&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"><font color=3D"#888888"><br>-- <br>Jeff Ru=
ssell<br>Engineer, 8monkey Labs<br><a href=3D"http://www.8monkeylabs.com" t=
arget=3D"_blank">www.8monkeylabs.com</a><br>
</font><br>----------------------------------------------------------------=
--------------<br>
EMC VNX: the world&#39;s simplest storage, starting under $10K<br>
The only unified storage solution that offers unified management<br>
Up to 160% more powerful than alternatives and 25% more efficient.<br>
Guaranteed. <a href=3D"http://p.sf.net/sfu/emc-vnx-dev2dev" target=3D"_blan=
k">http://p.sf.net/sfu/emc-vnx-dev2dev</a><br>_____________________________=
__________________<br>
GDAlgorithms-list mailing list<br>
<a href=3D"mailto:[email protected]">GDAlgorithms-lis=
[email protected]</a><br>
<a href=3D"https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list" =
target=3D"_blank">https://lists.sourceforge.net/lists/listinfo/gdalgorithms=
-list</a><br>
Archives:<br>
<a href=3D"http://sourceforge.net/mailarchive/forum.php?forum_name=3Dgdalgo=
rithms-list" target=3D"_blank">http://sourceforge.net/mailarchive/forum.php=
?forum_name=3Dgdalgorithms-list</a><br></blockquote></div><br>

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------------------------------------------------------------------------------
EMC VNX: the world's simplest storage, starting under $10K
The only unified storage solution that offers unified management 
Up to 160% more powerful than alternatives and 25% more efficient. 
Guaranteed. http://p.sf.net/sfu/emc-vnx-dev2dev
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