The key idea of our approach is that a texture atlas discretizes the surface of an object. This discretization is used to create the voxel grid. The algorithm consists of two main steps (see Figure 3.2). In a first step, all objects are rendered to one or several atlas-texture images. In the second step, one vertex is generated for each valid atlas texel and inserted into a voxel grid. In this way, a voxelization of deforming objects is possible. Our method can create a binary voxelization, where the bits of the RGBA channels of a two-dimensional texture are used to encode the voxels, as done by [Eisemann and De´coret 06]. It can also create a multivalued voxel grid, where the information is stored in a three-dimensional texture (one texel per voxel). With the help of a multivalued voxelization, any

type of data (e.g., radiance for diffuse objects, normals, or BRDF) can be stored in a voxel grid. As the following description will focus on the binary voxelization approach, please see [Thiedemann et al. 11] for further details on the multivalued voxelization.