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GPU-based multi-slice per pass algorithm in interactive volume illumination rendering

机译:基于GPU的交互式照明渲染中的每个通行证算法

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Volume rendering plays a significant role in medical imaging and engineering applications. To obtain an improved three-dimensional shape perception of volumetric datasets, realistic volume illumination has been considerably studied in recent years. However, the calculation overhead associated with interactive volume rendering is unusually high, and the solvability of the problem is adversely affected when the data size and algorithm complexity are increased. In this study, a scalable and GPU-based multi-slice per pass (MSPP) volume rendering algorithm is proposed which can quickly generate global volume shadow and achieve a translucent effect based on the transfer function, so as to improve perception of the shape and depth of volumetric datasets. In our real-world data tests, MSPP significantly outperforms some complex volume shadow algorithms without losing the illumination effects, for example, half-angle slicing. Furthermore, the MSPP can be easily integrated into the parallel rendering frameworks based on sort-first or sort-last algorithms to accelerate volume rendering. In addition, its scalable slice-based volume rendering framework can be combined with several traditional volume rendering frameworks.
机译:体积渲染在医学成像和工程应用中起着重要作用。为了获得改进的体积数据集的三维形状感知,近年来已经大大研究了现实体积照明。然而,与交互式渲染相关的计算开销非常高,并且当数据大小和算法复杂性增加时,问题的可解性受到不利影响。在本研究中,提出了一种可扩展的基于GPU的多片(MSPP)体积渲染算法,其可以快速生成全球卷阴影并基于传递函数实现半透明效果,从而提高形状的感知和体积数据集的深度。在我们的真实数据测试中,MSPP在不失照明效果的情况下显着优于一些复杂的体积阴影算法,例如半角切片。此外,MSPP可以基于排序的第一或排序算法容易地集成到并行渲染框架中以加速体积渲染。此外,其可扩展的切片的体积渲染框架可以与几个传统的体积渲染框架组合。

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