{"id":4386,"date":"2011-06-18T20:16:32","date_gmt":"2011-06-18T20:16:32","guid":{"rendered":"http:\/\/hgpu.org\/?p=4386"},"modified":"2011-06-18T20:18:44","modified_gmt":"2011-06-18T20:18:44","slug":"legolizer-a-real-time-system-for-modeling-and-rendering-lego-representations-of-boundary-models","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=4386","title":{"rendered":"Legolizer: A Real-Time System for Modeling and Rendering LEGO Representations of Boundary Models"},"content":{"rendered":"<p>In this work we propose a method for converting triangular meshes into LEGO bricks through a voxel representation of boundary meshes. We present a novel voxelization approach that uses points sampled from a surface model to define which cubes (voxels) and their associated colors will compose the model. All steps of the algorithm were implemented on the GPU and real-time performance was achieved with satisfactory volumetric resolutions. Rendering results are illustrated using realistic graphics techniques such as screen space ambient occlusion and irradiance maps.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this work we propose a method for converting triangular meshes into LEGO bricks through a voxel representation of boundary meshes. We present a novel voxelization approach that uses points sampled from a surface model to define which cubes (voxels) and their associated colors will compose the model. All steps of the algorithm were implemented [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,11,3],"tags":[1797,1782,20,183,182,144,138,136],"class_list":["post-4386","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-computer-science","tag-nvidia","tag-nvidia-geforce-8800-gtx","tag-opengl","tag-rendering","tag-triangular-meshes","tag-voxelization"],"views":3263,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4386","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4386"}],"version-history":[{"count":1,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4386\/revisions"}],"predecessor-version":[{"id":4389,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4386\/revisions\/4389"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4386"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4386"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4386"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}