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Fast volume rendering using a shear-warp factorization of the viewing transformation.

机译:使用视图变换的剪切翘曲分解实现快速的体积渲染。

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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a family of volume rendering algorithms that reduces rendering times to one second.; First we present a scanline-order volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanline-order algorithms are fundamentally more efficient than commonly-used ray casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axis-aligned boxes). The new scanline-order algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective projections and a multiprocessor implementation that achieves frame rates of over 10 Hz.; Second we present a solution to a limitation of existing volume rendering algorithms that use coherence accelerations: they require an expensive preprocessing step every time the volume is classified (i.e. when opacities are assigned to the samples), thereby limiting the usefulness of the algorithms for interactive applications. We introduce a data structure for encoding spatial coherence in unclassified volumes. When combined with our rendering algorithm this data structure allows us to build a fully-interactive volume visualization system.
机译:体绘制是一种用于可视化采样数据的3D数组的技术。它已在医学成像和科学可视化等领域中得到了应用,但是由于其高计算量而受到限制。体积渲染的早期实现使用蛮力技术,该技术需要大约100秒才能在工作站上渲染典型数据集。利用数据一致性进行优化的算法已将渲染时间减少到了十秒,但对于交互式可视化应用程序来说仍然不够快。在本文中,我们提出了一系列的体积渲染算法,可将渲染时间减少到一秒钟。首先,我们提出了一种扫描线顺序的体绘制算法,该算法利用体数据和图像中的一致性。我们证明了扫描线阶算法从根本上比常用的射线投射算法更有效,因为后者必须执行解析几何计算(例如与轴对齐的框相交的射线)。新的scanline-order算法仅按存储顺序流经卷和图像。我们描述了用于平行投影和透视投影的算法的变体,以及实现超过10 Hz帧频的多处理器实现。其次,我们提出了一种解决方案,以限制使用相干加速度的现有体绘制算法的局限性:每次对体进行分类时(即当将不透明性分配给样本时),它们都需要一个昂贵的预处理步骤,从而限制了该算法在交互中的有用性应用程序。我们介绍了一种用于在未分类的卷中编码空间相干性的数据结构。与我们的渲染算法结合使用时,该数据结构使我们能够构建一个完全交互式的体积可视化系统。

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