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Fast selective antialiasing for direct volume rendering

机译:快速选择性抗锯齿,用于直接卷渲染

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One of the most popular method of 3d datasets visualization is direct volume rendering. The paper describes an algorithm which accelerates an antialiasing process in it. The new method works in two passes: the first one is executed at pixel level, the second one is done at subpixel level. In the first pass the rays are going not through the pixel centers of resulting image but with half-pixel offset. The values of volume integral for the rays including values of the volume integral over a predefined set of intervals are stored in so-called G-buffer. In the second pass if the resulting colors for adjacent rays are close, then the color of the pixel between those rays is interpolated bilinearly; otherwise several subpixels are processed for the pixel to get more accurate color value. The color values over intervals from G-buffer are used to accelerate calculation of volume integral over subpixels' rays. The more subpixels are used the higher efficiency the approach shows. The speed also increases with growing of dataset coherence. For example, for typical medical volume data selective antialiasing with four subpixels accelerates the rendering about three times in comparison with the full-screen antialiased direct volume rendering.
机译:最受欢迎的3D数据集可视化方法之一是直接卷渲染。本文描述了一种加速抗锯齿过程的算法。新方法在两个通过中工作:第一个在像素级别执行,第二个是在子像素级完成的。在第一通行证中,光线不会通过所得到的图像的像素中心,而是用半像素偏移。包括在预定义的间隔集合上积分的卷的值的光线的卷数量的值存储在所谓的G缓冲器中。在第二次通过中,如果相邻光线的所得到的颜色靠近,则这些光线之间的像素的颜色是双向的;否则处理几个子像素用于像素以获得更准确的颜色值。 G-Buffer的间隔的颜色值用于加速对子像素光线上积分的卷的计算。使用越高的子像素越高效率越高。随着数据集连贯性的增长,速度也会增加。例如,对于典型的医疗量数据选择性抗锯齿与四个子像素相比,与全屏抗锯齿直接体积渲染相比,加速了大约三次的渲染。

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