Real-time Realistic Voxel-based Rendering
  Sui-Hung Chang     Yu-Chi Lai     Yuzhen Niu     Feng Liu     Kai-Lung Hua  
S.-H. Chang, Yu-Chi Lai, Yuzhen Niu, Feng Liu, and K.-L. Hua,  Real-time Realistic Voxel-based Rendering,  Pacific Graphics 2011, Short paper  

With the advance of graphics hardware, setting 3D texture as render target is newly available to allow voxelization
algorithms to record the existence, color and normal information in a voxel directly without specific encoding and
decoding mechanism. In this paper two new voxel-based applications are proposed to take advantage of this new
functionality for interactively rendering realistic lighting effects including shadow of objects with complex occlu-
sion and refraction and transmission of transparent objects. An absorption coefficient is computed according to
the number of surface drawing in each voxel during voxelization and used to compute the amount of light passing
through partial occluded complex objects. The refraction and transmission of light passing through transparent
objects is simulated by our multiple refraction algorithm using surface normal, transmission coefficient and re-
fraction index in each voxel. All these applications can generate the result in real-time without any preprocessing
step. Additionally, we also found that the newly available geometry shader can be used to transform a highly com-
plex surface-represented scene into a set of high-resolution voxels in only one GPU pass. This possibly improve
the efficiency of the voxelization process.




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