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		<doi>10.1109/SIBGRAPI.2009.18</doi>
		<citationkey>SilvaPampComb:2009:ReSyMo</citationkey>
		<title>Legolizer: A real-time system for modeling and rendering LEGO representations of boundary models</title>
		<format>Printed, On-line.</format>
		<year>2009</year>
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		<author>Silva, Luís F. M. S.,</author>
		<author>Pamplona, Vitor F.,</author>
		<author>Comba, João L. D.,</author>
		<affiliation>Instituto de Informática - UFRGS, Brazil</affiliation>
		<affiliation>Instituto de Informática - UFRGS, Brazil</affiliation>
		<affiliation>Instituto de Informática - UFRGS, Brazil</affiliation>
		<editor>Nonato, Luis Gustavo,</editor>
		<editor>Scharcanski, Jacob,</editor>
		<e-mailaddress>luisfmss@gmail.com</e-mailaddress>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 22 (SIBGRAPI)</conferencename>
		<conferencelocation>Rio de Janeiro, RJ, Brazil</conferencelocation>
		<date>11-14 Oct. 2009</date>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<versiontype>finaldraft</versiontype>
		<keywords>voxelization, GPU, LEGO.</keywords>
		<abstract>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 de&#64257;ne 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.</abstract>
		<language>en</language>
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