Application friendly voxelization on GPU by geometry splitting

Zhuopeng Zhang, Shigeo Morishima

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)


In this paper, we present a novel approach that utilizes the geometry shader to dynamically voxelize 3D models in real-time. In the geometry shader, the primitives are split by their Z-order, and then rendered to tiles which compose a single 2D texture. This method is completely based on graphic pipeline, rather than computational methods like CUDA/OpenCL implementation. So it can be easily integrated into a rendering or simulation system. Another advantage of our algorithm is that while doing voxelization, it can simultaneously record the additional mesh information like normal, material properties and even speed of vertex displacement. Our method achieves conservative voxelization by only two passes of rendering without any preprocessing and it fully runs on GPU. As a result, our algorithm is very useful for dynamic application.

Original languageEnglish
Title of host publicationSmart Graphics - 12th International Symposium, SG 2014, Proceedings
PublisherSpringer Verlag
Number of pages9
ISBN (Print)9783319116495
Publication statusPublished - 2014
Event12th International Symposium on Smart Graphics, SG 2014 - Taipei, Taiwan, Province of China
Duration: 2014 Aug 272014 Aug 29

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume8698 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Conference12th International Symposium on Smart Graphics, SG 2014
Country/TerritoryTaiwan, Province of China


  • applications
  • geometry shader
  • rasterization
  • voxelization

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science


Dive into the research topics of 'Application friendly voxelization on GPU by geometry splitting'. Together they form a unique fingerprint.

Cite this