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Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering

机译:Octree栅格化:加速高质量的核外GPU批量渲染

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We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macrocells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macrocell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets.
机译:我们提出了一种新颖的方法,用于基于GPU的大型核心外数据的高质量体绘制。通过关注射线遍历的位置和成本,我们能够比传统算法显着减少渲染时间。我们将体积存储在(砖的)八叉树中;此外,每块积木都进一步分成规则的宏单元。我们的解决方案将分支密集型加速结构遍历从GPU光线投射循环中移出,并通过栅格化八叉树节点的与视图相关的切割的代理几何体进行栅格化,引入了一种有效的空白空间剔除方法。此光栅化遍历可以捕获光线在每个像素列表中穿透的所有积木。由于每个像素列表是按从前到后的顺序捕获的,因此我们的光线投射通道只需要将光线投射在更紧密的光线段内即可。结果,我们实现了两个级别的空白空间跳过:砖块级别和宏单元级别。在评估和测试过程中,该技术的渲染速度是当前在各种数据集上的最新算法的2-4倍。

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