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Interactive Point-Based Rendering of Higher-Order Tetrahedral Data

机译:高阶四面体数据的基于点的交互式渲染

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Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerkin methods, may even produce non-conforming meshes. Such data is difficult to visualize interactively, as it is far too large to fit in memory and many common data reduction techniques, such as mesh simplification, cannot be applied to non-conforming meshes. We introduce a point-based visualization system for interactive rendering of large, potentially non-conforming, tetrahedral meshes. We propose methods for adaptively sampling points from non-linear solution data and for decimating points at run time to fit GPU memory limits. Because these are streaming processes, memory consumption is independent of the input size. We also present an order-independent point rendering method that can efficiently render volumes on the order of 20 million tetrahedra at interactive rates
机译:计算仿真通常会生成在包含数百万个元素的超大四面体体积网格上定义的解决方案。此外,这种解决方案经常可以使用非线性基函数来表达。某些求解技术(例如不连续的Galerkin方法)甚至可能会产生不合格的网格。此类数据很难以交互方式可视化,因为它太大而无法容纳在内存中,并且许多常见的数据缩减技术(例如网格简化)无法应用于不合格的网格。我们引入了基于点的可视化系统,用于交互式渲染大型的,可能不符合标准的四面体网格。我们提出了从非线性解决方案数据中自适应采样点并在运行时抽取点以适应GPU内存限制的方法。由于这些是流处理,因此内存消耗与输入大小无关。我们还提出了一种与顺序无关的点渲染方法,该方法可以以交互速率有效地渲染2000万个四面体的体积

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