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Volume visualization using advanced graphics hardware shaders.

机译:使用高级图形硬件着色器进行体积可视化。

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摘要

Graphics hardware based volume visualization techniques have been the active research topic over the last decade. With the more powerful computation ability, the availability of large texture memory, and the high programmability, modern graphics hardware has been playing a more and more important role in volume visualization.;In the first part of the thesis, we focus on the graphics hardware acceleration techniques. Particularly, we develop a fast X-Ray volume rendering technique using point-convolution. An X-ray image is generated by convolving the voxel projection in the rendering buffer with a reconstruction kernel. Our technique allows users to interactively view large datasets at their original resolutions on standard PC hardware. Later, an acceleration technique for slice based volume rendering (SBVR) is examined. By means of the early z-culling feature from the modern graphics hardware, we can properly set up the z-buffer from isosurfaces to gain significant improvement in rendering speed for SBVR.;The high programmability of the graphics processing unit (GPU) incurs a great deal of research work on exploring this advanced graphics hardware feature. In the second part of the thesis, we first revisit the texture splat for flow visualization. We develop a texture splat vertex shader to achieve fast animated flow visualization. Furthermore, we develop a new rendering shader of the implicit flow. By careful tracking and encoding of the advection parameters into a three-dimensional texture, we achieve high appearance control and flow representation in real time rendering. Finally, we present an indirect shader synthesizer to combine different shader rendering effects to create a highly informative image to visualize the investigating data. One or more different shaders are associated with the voxels or geometries. The shader is resolved at run time to be selected for rendering. Our indirect shader synthesizer provides a novel method to control the appearance of the rendering over multi-shaders.
机译:在过去的十年中,基于图形硬件的体积可视化技术一直是活跃的研究主题。随着强大的计算能力,大的纹理内存的可用性以及高度的可编程性,现代图形硬件在体积可视化中发挥着越来越重要的作用。加速技术。特别是,我们开发了使用点卷积的快速X射线体绘制技术。通过将渲染缓冲区中的体素投影与重建内核进行卷积来生成X射线图像。我们的技术允许用户在标准PC硬件上以原始分辨率交互式查看大型数据集。后来,研究了基于切片的体绘制(SBVR)的加速技术。通过现代图形硬件的早期z剔除功能,我们可以从等值面正确设置z缓冲区,从而显着提高SBVR的渲染速度。;图形处理单元(GPU)的高度可编程性导致探索此高级图形硬件功能的大量研究工作。在论文的第二部分中,我们首先重新审视了纹理散点图以进行流可视化。我们开发了纹理splat顶点着色器,以实现快速的动画流可视化。此外,我们开发了一种新的隐式流渲染着色器。通过仔细跟踪对流参数并将其编码为三维纹理,我们可以在实时渲染中实现高外观控制和流表示。最后,我们提出了一种间接着色器合成器,可以将不同的着色器渲染效果结合在一起,以创建内容丰富的图像,以可视化调查数据。一个或多个不同的着色器与体素或几何体关联。在运行时解析着色器以选择渲染。我们的间接着色器合成器提供了一种新颖的方法来控制多着色器上渲染的外观。

著录项

  • 作者

    Xue, Daqing.;

  • 作者单位

    The Ohio State University.;

  • 授予单位 The Ohio State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2008
  • 页码 143 p.
  • 总页数 143
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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