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Interactive volume rendering of large sparse data sets using adaptive mesh refinement hierarchies

机译:使用自适应网格细化层次结构对大型稀疏数据集进行交互式体绘制

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In this paper, we present an algorithm that accelerates 3D texture-based volume rendering of large, sparse data sets, i.e., data sets where only a traction of the voxels contain relevant information. In texture-based approaches, the rendering performance is affected by the fill-rate, the size of texture memory, and the texture I/O bandwidth. For sparse data, these limitations can be circumvented by restricting most of the rendering work to the relevant parts of the volume. In order to efficiently enclose the corresponding regions with axis-aligned boxes, we employ a hierarchical data structure, known as an AMR (adaptive mesh refinement) tree. The hierarchy is generated utilizing a clustering algorithm. A good balance is thereby achieved between the size of the enclosed volume, i.e., the amount to render in graphics hardware and the number of axis-aligned regions, i.e., the number of texture coordinates to compute in software. The waste of texture memory by the power-of-two restriction is minimized by a 3D packing algorithm which arranges texture bricks economically in memory. Compared to an octree approach, the rendering performance is significantly increased and less parameter tuning is necessary.
机译:在本文中,我们提出了一种算法,可加速大型稀疏数据集(即仅体素的牵引力包含相关信息的数据集)的基于3D纹理的体绘制。在基于纹理的方法中,渲染性能受填充率,纹理内存的大小和纹理I / O带宽的影响。对于稀疏数据,可以通过将大多数渲染工作限制在体积的相关部分来规避这些限制。为了有效地用轴对齐的框包围相应的区域,我们采用了一种分层的数据结构,称为AMR(自适应网格细化)树。使用聚类算法生成层次结构。从而在封闭体积的大小(即,图形硬件中要渲染的数量)与轴对齐区域的数量(即,要在软件中计算的纹理坐标的数量)之间达到良好的平衡。通过2幂限制的纹理存储浪费可通过3D打包算法来最小化,该算法可在内存中经济地排列纹理砖。与八叉树方法相比,渲染性能显着提高,并且参数调整的必要性降低。

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