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Direct Rendering of Solid CAD Models on the GPU

机译:在GPU上直接渲染实体CAD模型

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摘要

Interactively rendering solid CAD models currently relies on tessellation of the models and passing of the tessellation onto the graphics card (GPU). Direct rendering on the GPU, without a tessellation preprocess, has many advantages -- pixel-level quality, less memory requirements, and less preprocessing, to name a few. However, one of the main problems with existing solutions for rendering solid models directly is the appearance of crack/gap artifacts between faces due to the approximations of the trimming curves. This prevents the usage of direct GPU rendering in CAD systems. In this paper we present a novel solution to the gap problem. The new method combines a unique representation of the faces of the solid model, with fragment shader algorithms that utilize the representation for identifying the surface area to be rendered. This enables us to render the models with high quality in interactive speed without the crack/gap artifacts. We have implemented our method in a ray casting system for viewing CAD solid models and present our results.
机译:交互式渲染实体CAD模型当前依赖于模型的细分并将该细分传递到图形卡(GPU)上。在GPU上进行直接渲染而无须进行细分处理,这有很多优点-像素级质量,更少的内存需求和更少的预处理,仅举几例。但是,现有的直接渲染实体模型的解决方案的主要问题之一是由于修整曲线的逼近而在面之间出现了裂纹/间隙伪像。这样可以防止在CAD系统中使用直接GPU渲染。在本文中,我们提出了一种解决间隙问题的新颖方法。新方法将实体模型的面的唯一表示与片段着色器算法结合在一起,该算法使用该表示来标识要渲染的表面积。这使我们能够以交互速度高质量渲染模型,而不会出现裂纹/间隙伪像。我们已经在射线投射系统中实现了用于查看CAD实体模型的方法,并展示了我们的结果。

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