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Interactive Volume Rendering on Mobile Devices

机译:移动设备上的交互式体积渲染

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摘要

A rendering technique for interactive direct volume visualization on mobile devices is presented. Utilizing basic graphics hardware functionality such as rasterization and 2D texture mapping, native volume rendering is possible by adopting and extending the 2D texture-slicing approach. Limitations of mobile graphics devices are discussed-in particular concerning graphics performance and available functionality. These limitations lead to modifications of the traditional texture-based volume-rendering algorithm: we propose a screen-adaptive hybrid low/high-resolution rendering technique that achieves a good compromise between image quality and interactivity; furthermore, compressed and paletted texture formats are explored for fast texture update, for example, during interactive specification of the transfer function. The implementation of the rendering algorithm is based on OpenGL ES 1.0 and was tested on the Dell Axim X50v/X51v PDA. Performance characteristics are documented in the form of several kinds of performance measurements.
机译:提出了一种用于在移动设备上进行交互式直接体积可视化的渲染技术。利用基本的图形硬件功能(例如栅格化和2D纹理映射),可以通过采用和扩展2D纹理切片方法来实现本地体积渲染。讨论了移动图形设备的局限性,尤其是有关图形性能和可用功能的局限性。这些局限性导致对传统的基于纹理的体绘制算法的修改:我们提出了一种屏幕自适应的混合低/高分辨率渲染技术,该技术在图像质量和交互性之间取得了很好的折衷。此外,例如在传递函数的交互指定期间,探索压缩和调色板纹理格式以进行快速纹理更新。渲染算法的实现基于OpenGL ES 1.0,并在Dell Axim X50v / X51v PDA上进行了测试。性能特征以几种性能度量的形式记录在案。

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