OpenGL Insights Penn Engineering(OpenGL的见解潘工程).pdfVIP

OpenGL Insights Penn Engineering(OpenGL的见解潘工程).pdf

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OpenGL Insights Penn Engineering(OpenGL的见解潘工程)

OpenGL Insights Edited by Patrick Cozzi and Christophe Riccio Octree-Based Sparse 22 Voxelization Using the GPU Hardware Rasterizer Cyril Crassin and Simon Green 22.1 Introduction Discrete voxel representations are generating growing interest in a wide range of applications in computational sciences and particularly in computer graphics. Ap- plications range from fluid simulation [Crane et al. 05], collision detection [Allard et al. 10], and radiative transfer simulation to detail rendering [Crassin et al. 09, Crassin et al. 10, Laine and Karras 10] and real-time global illumination [Kaplanyan and Dachsbacher 10,Thiedemann et al. 11,Crassin et al. 11]. When used in real-time contexts, it becomes critical to achieve fast 3D scan conversion (also called voxeliza- tion) of traditional triangle-based surface representations [Eisemann and D´ecoret 08, Schwarz and Seidel 10, Pantaleoni 11]. In this chapter, we will first describe an efficient OpenGL implementation of a simple surface voxelization algorithm that produces a regular 3D texture (see Fig- ure 22.1). This technique uses the GPU hardware rasterizer and the new image load/store interface exposed by OpenGL 4.2. This section will allow us to familiarize the reader with the general algorithm and the new OpenGL features we leverage. In the second part, we will describe an extension of this approach, which enables building and updating a sparse voxel representation in the form of an octree structure. In order to scale to very large scenes, our approach avoids relying on an intermediate- full regular grid to build the structure and constructs the octree directly. This second approach exploits the draw indirect features standardized in OpenGL 4.0 in order to allow synchronization-free launching of sha

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