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T-Shell Rendering and Manipulation

机译:T壳渲染和操纵

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摘要

Previously shell rendering was shown to be an ultra fast method of rendering digital surfaces represented as sets of voxels. The purpose of this work is to describe a new extension to the shell rendering method that creates a new representation of surfaces called t-shells using triangulated surface elements. The great speed of the shell rendering technique is made available to rendering triangulated surfaces through the use of data structures that describe the shell and through algorithms that traverse this information to produce the two-dimensional projection of the three-dimensional data. In traditional shell rendering, each shell element (a voxel) is represented by a triple comprised of the offset of the voxel from the start of the row, the neighborhood code of the voxel, and the surface normal. We modify this data structure by replacing the neighborhood code with a code that indicates the Marching Cubes configuration of polygons (1 of 256 possible triangulated configurations) within that area (rather than the rasterization of a single, uniform shell element as was originally done). We present the general t-shell algorithm as well as the results of the two implementations as applied to input data which consist of different objects from various parts of the body and various modalities with a variety of surface sizes and shapes. We present some sample renditions as well as the results of liming experiments which demonstrate that the t-shell rendering is not only much faster than hardware-based rendering but is also capable of handling scenes that are much larger than those the hardware is capable of rendering while producing renditions of comparable quality.
机译:以前,壳渲染已被证明是渲染表示为体素集的数字表面的超快速方法。这项工作的目的是描述对外壳渲染方法的新扩展,该方法使用三角化的曲面元素创建称为t壳的曲面的新表示形式。通过使用描述外壳的数据结构以及遍历此信息以生成三维数据的二维投影的算法,可以使用外壳渲染技术的极快速度来渲染三角表面。在传统的外壳渲染中,每个外壳元素(体素)均由三元组表示,该三元组包括体素相对于行开始的偏移量,体素的邻近代码和表面法线。我们通过用指示该区域内多边形的Marching Cubes配置(256个可能的三角配置中的1个)的代码替换邻域代码来修改此数据结构(而不​​是像最初那样对单个统一的壳元素进行栅格化)。我们介绍了通用的t-shell算法以及应用于输入数据的两种实现的结果,这些输入数据包括来自身体各个部位的不同对象以及具有各种表面尺寸和形状的各种模态。我们提供了一些示例演绎以及石灰化实验的结果,这些结果表明T壳渲染不仅比基于硬件的渲染快得多,而且还能够处理比硬件能够渲染的场景大得多的场景同时产生可比质量的演绎曲。

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