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Far voxels: A multiresolution framework for interactive rendering of huge complex 3D models on commodity graphics platforms

机译:远体素:用于在商品图形平台上交互式渲染巨大的复杂3D模型的多分辨率框架

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摘要

We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail framework. At preprocessing time, we generate a coarse volume hierarchy by binary space partitioning the input triangle soup. Leaf nodes partition the original data into chunks of a fixed maximum number of triangles, while inner nodes are discretized into a fixed number of cubical voxels. Each voxel contains a compact direction dependent approximation of the appearance of the associated volumetric sub-part of the model when viewed from a distance. The approximation is constructed by a visibility aware algorithm that fits parametric shaders to samples obtained by casting rays against the full resolution dataset. At rendering time, the volumetric structure, maintained off-core, is refined and rendered in front-to-back order, exploiting vertex programs for GPU evaluation of view-dependent voxel representations, hardware occlusion queries for culling occluded subtrees, and asynchronous I/O for detecting and avoiding data access latencies. Since the granularity of the multiresolution structure is coarse, data management, traversal and occlusion culling cost is amortized over many graphics primitives. The efficiency and generality of the approach is demonstrated with the interactive rendering of extremely complex heterogeneous surface models on current commodity graphics platforms.
机译:我们为端到端的核心外构造和非常大的任意曲面模型的交互式检查提供了一种有效的方法。该方法将详细信息框架与可见性剔除和核心数据管理紧密集成在一起。在预处理时,我们通过对输入三角汤进行分区的二进制空间来生成粗略的体积层次结构。叶节点将原始数据划分为最大数量固定的三角形块,而内部节点离散为固定数量的立方体素。当从远处观察时,每个体素都包含模型的相关体积子部分外观的紧凑方向相关近似值。该近似值是由可见性感知算法构成的,该算法将参数着色器拟合到通过对全分辨率数据集投射光线而获得的样本。在渲染时,将保持脱核的体结构按从前到后的顺序进行精炼和渲染,利用顶点程序对依赖于视图的体素表示进行GPU评估,使用硬件遮挡查询来剔除被遮挡的子树,以及异步I / O用于检测和避免数据访问延迟。由于多分辨率结构的粒度很粗糙,因此在许多图形基元上摊销了数据管理,遍历和遮挡剔除成本。通过在当前商品图形平台上交互渲染极其复杂的异构表面模型,可以证明该方法的效率和通用性。

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