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High Quality GPU Rendering with Displaced Pixel Shading

机译:具有置换像素阴影的高质量GPU渲染

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摘要

Direct volume rendering via consumer PC hardware has become an efficient tool for volume visualization. In particular, the volumetric ray casting, the most frequently used volume rendering technique, can be implemented by the shading language integrated with graphical processing units (GPU). However, to produce high-quality images offered by GPU-based volume rendering, a higher sampling rate is usually required. In this paper, we present an algorithm to generate high quality images with a small number of slices by utilizing displaced pixel shading technique. Instead of sampling points along a ray with the regular interval, the actual surface location is calculated by the linear interpolation between the outer and inner points, and this location is used as the displaced pixel for the iso-surface illumination. Multi-pass and early Z-culling techniques are applied to improve the rendering speed. The first pass simply locates and stores the exact surface depth of each ray using a few pixel instructions; then, the second pass uses instructions to shade the surface at the previous position. A new 3D edge detector from our previous research is integrated to provide more realistic rendering results compared with the widely used gradient normal estimator. To implement our algorithm, we have made a program named DirectView based on DirectX 9.0c and Microsoft High Level Shading Language (HLSL) for volume rendering. We tested two data sets and discovered that our algorithm can generate smoother and more accurate shading images with a small number of intermediate slices.
机译:通过消费类PC硬件直接进行体积渲染已成为进行体积可视化的有效工具。特别是,体积射线投射(最常用的体积渲染技术)可以通过与图形处理单元(GPU)集成的着色语言来实现。但是,要生成基于GPU的体积渲染提供的高质量图像,通常需要更高的采样率。在本文中,我们提出了一种利用位移像素阴影技术生成少量切片的高质量图像的算法。实际的表面位置不是通过沿规则间隔的光线采样点,而是通过外部点和内部点之间的线性插值来计算的,并且此位置用作等值面照明的位移像素。多遍和早期Z剔除技术可用于提高渲染速度。第一遍使用几个像素指令简单地定位并存储每条射线的确切表面深度;然后,第二遍使用指令在前一个位置对表面进行着色。与以前广泛使用的梯度法线估计器相比,我们先前研究中的新型3D边缘检测器得到了集成,可提供更逼真的渲染结果。为了实现我们的算法,我们基于DirectX 9.0c和Microsoft高级着色语言(HLSL)制作了一个名为DirectView的程序以进行体积渲染。我们测试了两个数据集,发现我们的算法可以生成少量中间切片的更平滑,更准确的阴影图像。

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