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Real-Time Volume Rendering of FCC Datasets UsingBox-Splines on the Mobile Platforms

机译:在移动平台上使用Box-Splines实时渲染FCC数据集

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Visualizing volumetric datasets using real-time volume rendering technique involves a large number of interpolation operations that are computationally expensive. This situation used to restrict real-time volume rendering methods to be used only on high-end graphics workstations or special-purpose hardware. This paper presented a real-time direct volume rendering (DVR) implementation of face centered cubic (FCC) datasets with box-spline interpolation on mobile devices. The latest version of OpenGL ES (Open Graphics Library for Embedded System) (3.0) is used for implementation to leverage cutting-edge 3D graphics technology, and it shows interactive performance (2.40 frame per second (FPS)) for moderate-sized volume datasets (64×64×64).Aims: To present a real-time direct volume rendering (DVR) implementation of face centered cubic (FCC) datasets with box-spline interpolation on mobile devices.Study Design: Study is based on research conducted in computer lab, University of Seoul, South Korea.Place and Duration of Study: Computer Science Lab, Department of Computer Science, The graduate College, University of Seoul, South Korea, between June 2014 and April 2015.Methodology: The latest version of OpenGL ES (Open Graphics Library for Embedded System) (3.0) is used for implementation to leverage cutting-edge 3D graphics technology, and it shows interactive performance (2.40 frame per second (FPS)) for moderate-sized volume datasets (64×64×64).Results: In our implementation, we calculated the opacity using front–to-back composting whereby the viewing rays are traversed from the eye point into the volume. We also compared different volume sizes, having the same density.Conclusion: We have presented a real-time volume rendering technique for FCC datasets on mobile devices that efficiently evaluate spline value. Our work has proven that mobile devices constitute a valid program to achieve interactive volume visualization, despite the fact that the rendering capabilities are concentrated in comparison to desktop solutions, due to their inherent autonomy limitations.
机译:使用实时体绘制技术可视化体数据集涉及大量插值操作,这些计算量很大。这种情况曾经限制了实时体绘制方法只能在高端图形工作站或专用硬件上使用。本文提出了以箱形样条插值在移动设备上的以面心为中心的立方(FCC)数据集的实时直接体积渲染(DVR)实现。最新版本的OpenGL ES(嵌入式系统的开放图形库)(3.0)用于实施以利用尖端的3D图形技术,并且对于中等大小的数据集,它显示出交互性能(每秒2.40帧(FPS)) (64×64×64)。目的:通过移动设备上的箱形样条插值法,提出以面心立方(FCC)数据集为基础的实时直接体绘制(DVR)实现。研究设计:本研究基于2014年6月至2015年4月,韩国首尔大学计算机实验室。研究地点和期限:韩国首尔大学研究生院计算机科学系计算机科学实验室。方法:最新版本的OpenGL ES(嵌入式系统的开放图形库)(3.0)用于实施以利用尖端的3D图形技术,并且对于中等大小的数据集(64×64×)表现出交互式性能(每秒2.40帧(FPS)) 64)。结果:在在我们的实现中,我们使用前后堆肥计算不透明度,从而将视线从视点遍历到整个体积中。我们还比较了具有相同密度的不同体积大小。结论:我们为移动设备上的FCC数据集提供了一种实时体积渲染技术,该技术可有效评估样条线值。我们的工作证明,移动设备构成了实现交互式体积可视化的有效程序,尽管由于其固有的自治性限制,与台式机解决方案相比,渲染功能更加集中。

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