Re: mesh to 3D texture?
Jan Althaus <[email protected]> Fri, 26 Aug 2011 06:50:05 +1200
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
--===============7947907221344536939== Content-Type: multipart/alternative; boundary="----24SDHTKQ10TXD5U2909NN2AN7B39HB" ------24SDHTKQ10TXD5U2909NN2AN7B39HB Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit This paper from this year's HPG sounds like what you're looking for: http://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization -- Sent from my Android phone with K-9 Mail. Please excuse my brevity. 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 ------24SDHTKQ10TXD5U2909NN2AN7B39HB Content-Type: text/html; charset=utf-8 Content-Transfer-Encoding: 8bit <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta content="text/html; charset=utf-8" http-equiv="Content-Type"></head>This paper from this year's HPG sounds like what you're looking for:<br> <a href="http://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization">http://research.nvidia.com/publication/voxelpipe-programmable-pipeline-3d-voxelization</a><br> -- <br> Sent from my Android phone with K-9 Mail. Please excuse my brevity.<br><br><div class="gmail_quote">Jeff Russell <[email protected]> wrote:<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"> 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".<br> <br>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...<br> <br>Any advice?<br clear="all"><br>-- <br>Jeff Russell<br>Engineer, 8monkey Labs<br><a href="http://www.8monkeylabs.com" target="_blank">www.8monkeylabs.com</a><br> </blockquote></div></html> ------24SDHTKQ10TXD5U2909NN2AN7B39HB-- --===============7947907221344536939== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ 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 --===============7947907221344536939== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list --===============7947907221344536939==--