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Fast surface rendering from raster data by voxel traversal using chessboard distance

机译:使用棋盘距离通过体素遍历快速从栅格数据进行表面渲染

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摘要

The increasing distinguishing capability of tomographic and other 3D scanners as well as the new voxelization algorithms place new demands on visualization techniques aimed at interactivity and rendition quality. Among others, triangulation on a subvoxel level based on the marching cube algorithm has gained popularity in recent years. However, without graphics hardware support, rendering many small triangles could be awkward.We present a surface rendering approach based on ray tracing of segmented volumetric data. We show that if a proper interpolation scheme and voxel traversal alogorithm are used, high quality images can be obtained within an acceptable time and without hardware support.
机译:层析成像和其他3D扫描仪不断增强的区分能力以及新的体素化算法对以交互性和渲染质量为目标的可视化技术提出了新的要求。其中,近年来,基于行进立方体算法的子体素级别的三角剖分已变得越来越流行。但是,如果没有图形硬件的支持,渲染许多小三角形可能会很尴尬。我们提出了一种基于分段体积数据的光线跟踪的曲面渲染方法。我们表明,如果使用适当的插值方案和体素遍历算法,则可以在可接受的时间内获得高质量图像,而无需硬件支持。

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