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Sort-First Parallel Volume Rendering

机译:排序优先并行体渲染

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摘要

Sort-first distributions have been studied and used far less than sort-last distributions for parallel volume rendering, especially when the data are too large to be replicated fully. We demonstrate that sort-first distributions are not only a viable method of performing data-scalable parallel volume rendering, but more importantly they allow for a range of rendering algorithms and techniques that are not efficient with sort-last distributions. Several of these algorithms are discussed and two of them are implemented in a parallel environment: a new improved variant of early ray termination to speed up rendering when volumetric occlusion occurs and a volumetric shadowing technique that produces more realistic and informative images based on half angle slicing. Improved methods of distributing the computation of the load balancing and loading portions of a subdivided data set are also presented. Our detailed test results for a typical GPU cluster with distributed memory show that our sort-first rendering algorithm outperforms sort-last rendering in many scenarios.
机译:对于并行体积渲染,已经研究了“排序优先”分布,并且其使用量远少于“排序最后”分布,尤其是当数据太大而无法完全复制时。我们证明,排序优先分布不仅是执行数据可缩放并行卷渲染的可行方法,而且更重要的是,它们允许使用渲染后排序和分布效率不高的一系列渲染算法和技术。讨论了其中的几种算法,其中两种算法在并行环境中实现:一种新的改进的早期光线终止方法,可以在发生体积遮挡时加快渲染速度;以及一种体积遮蔽技术,该技术可以基于半角切片生成更真实,更有意义的图像。还提出了改进的方法来分配细分数据集的负载平衡和负载部分的计算。我们针对具有分布式内存的典型GPU群集的详细测试结果表明,在许多情况下,我们的排序优先渲染算法要优于排序后渲染算法。

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