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]>
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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


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<!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&#39;s HPG sounds like what you&#39;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 &lt;[email protected]&gt; 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&#39;d like to have access to color, a (rough) surface normal, and some kind of 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 (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>
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