dc.contributor |
Universitat Politècnica de Catalunya. Departament de Llenguatges i Sistemes Informàtics |
dc.contributor |
Andújar Gran, Carlos Antonio |
dc.contributor.author |
Tripiana Montes, Carlos |
dc.date |
2009-09-08 |
dc.identifier.uri |
http://hdl.handle.net/2099.1/7721 |
dc.language.iso |
eng |
dc.publisher |
Universitat Politècnica de Catalunya |
dc.rights |
Attribution-NonCommercial-NoDerivs 3.0 Spain |
dc.rights |
info:eu-repo/semantics/openAccess |
dc.rights |
http://creativecommons.org/licenses/by-nc-nd/3.0/es/ |
dc.subject |
Àrees temàtiques de la UPC::Informàtica::Infografia |
dc.subject |
Computer graphics |
dc.subject |
GPU |
dc.subject |
Voxelization |
dc.subject |
Infografia |
dc.title |
GPU voxelization |
dc.type |
info:eu-repo/semantics/masterThesis |
dc.description.abstract |
Given a triangulated model, we want to identify which voxels of a voxel grid
are intersected by the boundary of this model. There are other branch of implemented
voxelizations, in which not only the boundary is detected, also the
interior of the model.
Often these voxels are cubes. But it is not a restriction, there are other
presented techniques in which the voxel grid is the view frustum, and voxels are
prisms.
There are di erent kind of voxelizations depending on the rasterization behavior.
Approximate rasterization is the standard way of rasterizing fragments
in GPU. It means only those fragments whose center lies inside the projection
of the primitive are identi ed. Conservative rasterization (Hasselgren et al. ,
2005) involves a dilation operation over the primitive. This is done in GPU
to ensure that in the rasterization stage all the intersected fragments have its
center inside the dilated primitive. However, this can produce spurious fragments,
non-intersected pixels. Exact voxelization detects only those voxels that
we need.
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