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Fast ray-tracing of rectilinear volume data using distance transforms

机译:使用距离变换对直线体数据进行快速射线追踪

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The paper discusses and experimentally compares distance based acceleration algorithms for ray tracing of volumetric data with an emphasis on the Chessboard Distance (CD) voxel traversal. The acceleration of this class of algorithms is achieved by skipping empty macro regions, which are defined for each background voxel of the volume. Background voxels are labeled in a preprocessing phase by a value, defining the macro region size, which is equal to the voxel distance to the nearest foreground voxel. The CD algorithm exploits the chessboard distance and defines the ray as a nonuniform sequence of samples positioned at voxel faces. This feature assures that no foreground voxels are missed during the scene traversal. Further, due to parallelepipedal shape of the macro region, it supports accelerated visualization of cubic, regular, and rectilinear grids. The CD algorithm is suitable for all modifications of the ray tracing/ray casting techniques being used in volume visualization and volume graphics. However, when used for rendering based on local surface interpolation, it also enables fast search of intersections between rays and the interpolated surface, further improving speed of the process.
机译:本文讨论并实验比较了基于距离的加速算法,用于对体积数据进行射线跟踪,重点是棋盘距离(CD)体素遍历。此类算法的加速是通过跳过为该体积的每个背景体素定义的空宏区域来实现的。在预处理阶段,通过定义宏区域大小的值标记背景体素,该值等于到最近的前景体素的体素距离。 CD算法利用棋盘距离并将光线定义为位于体素面上的样本的不均匀序列。此功能可确保在遍历场景期间不会遗漏任何前景体素。此外,由于宏区域的平行六面体形状,它支持加速显示立方,规则和直线网格。 CD算法适用于体积可视化和体积图形中使用的射线跟踪/射线投射技术的所有修改。但是,当用于基于局部表面插值的渲染时,它还可以快速搜索射线与插值表面之间的交点,从而进一步提高了处理速度。

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