volumetric csg graph and its voxelization
sema koç
1
, ulus çevik
2
e-mail: skoc@gantep.edu.tr
department of electrical and electronic engineering, university of gaziantep, 27310 gaziantep, turkey
keywords: volume scene tree, blist, voxelization, slice-sweep
abstract
this paper introduces a new representation for the
volumetric csg scene graph. the boolean list
representation is used for the volume scene tree, which is
differing from the traditional tree representation in the way
that any volume tree expression can be evaluated without
using recursion or stack. the scene evaluation is carried out
by a slice-sweep voxelization algorithm.
i. introduction
a volume scene can be constructed from various type of
geometric or volumetric object such as curve, surface, solids
and ct data set. a popular technique in scene composition
is scene graph. it organizes geometric object and rendering
parameters in tree-like hierarchical structure [1].
evaluation of scene graph is carried out by voxelization
algorithm. in recent years, a number of curve and surface
voxelization algorithms have been proposed [2-6]. solid
voxelization on the other hand has not been sufficiently
studied. solid objects are normally represented by their
boundary surfaces. since the interior of solid object is not
explicitly represented, solid voxelization is difficult and
requires inside test for each voxel involved [7].
in [8], the evaluation of volume scene graph is done in a
brute-force manner, i.e. for each point in volume space,
recursively computing the value of scene graph starting
from the root. this is very expensive procedure, and can
only be used as preprocessing step, which is not practical
for interactive applications [1].
in [7], a hardware voxelization algorithm was described.
although that algorithm is fast for small scale interactive
applications, its performance have been limited by the need
of generating intermediate object for each boolean
operation node and hardware restriction in blending
function combination. this voxelization algorithm was
improved by using point classification map for boolean
operations based on a frame buffer color encoding scheme
[9]. but this algorithm only provides a binary volume,
which may not provide the complete information in
volumetric space.
in [1], another volume pipeline is used which each slice is
applied to the entire csg tree, rather than performing
volume level voxelization for each csg node named “slice
sweeping”. here, the basic idea is to generate a slice for
each object in the scene first, and than apply the blending
and filtering functions on the slice in postfix order of the
volume scene tree. this algorithm needs a slice data
structure to store intermediate result. 2d texture was used to
represent slices in the slice stack. from the view of time
spent, since the slice stack operation by 2d texture mapping
will occupy a large proportion in practice, more slice stack
operation leads to slower volume voxelization process.
thus, in order to reach higher speed interior operation nodes
must be reduced as much as possible during the design of
volume scene tree.
we propose in this paper a new representation of volume
scene tree, which is named blist [10]. in blist formulation,
boolean expression is represented as a list of primitive
instead of tree, and may be evaluated in pipeline fashion,
combining at each step the result of classifying the cells
against the current primitive with the result of the previous
classification. the fundamental breakthrough provided here
lies in the fact that the result of the previous classifications
does not require the list of values of cell-primitive
classification results, nor a stack of intermediate result of
evaluating sub-expressions. instead, blist passes from one
primitive to the next a simple label, which may be stored
using at most log(h 1) bits, where h is the height of the
csg tree [10].
using blist representation volume scene tree expression can
be evaluated without using recursion or stack.
the scene evaluation is carried out by a slice-sweep
voxeliza tion algorithm.
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