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Hardware-software-balanced resampling for the interactive visualization of unstructured grids

机译:硬件-软件平衡的重采样,用于非结构化网格的交互式可视化

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In this paper we address the problem of interactively resampling unstructured grids. Three algorithms are presented. They all allow adaptive resampling of an unstructured grid on a multiresolution hierarchy of arbitrarily sized cartesian grids according to a varying element size. Two of the algorithms presented take advantage of hardware accelerated polygon rendering and 2D texture mapping. In exploiting new features of modern PC graphics adapters, the first algorithm tries to significantly minimize the number of polygons to be rendered. Reducing rasterization requirements is the main goal of the second algorithm, which distributes the computational workload differently between the main processor and the graphics chip. By comparing them to a new pure software approach, an optimal software-hardware balance is studied. We end up with a hybrid approach which greatly improves the performance of hardware-assisted resampling by involving the main processor to a higher degree and thus enabling resamplingat nearly interactive rates.
机译:在本文中,我们解决了对非结构化网格进行交互重采样的问题。提出了三种算法。它们都允许根据变化的元素大小在任意大小的笛卡尔网格的多分辨率层次上对非结构化网格进行自适应重采样。提出的两种算法利用了硬件加速多边形渲染和2D纹理映射的优势。在利用现代PC图形适配器的新功能时,第一种算法试图显着减少要渲染的多边形的数量。减少光栅化要求是第二种算法的主要目标,该算法在主处理器和图形芯片之间以不同的方式分配计算工作量。通过将它们与新的纯软件方法进行比较,研究了最佳的软硬件平衡。我们最终得到了一种混合方法,该方法通过使主处理器具有更高的程度,从而以接近交互的速率进行重采样,从而极大地提高了硬件辅助重采样的性能。

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