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An order of magnitude faster isosurface rendering in software on aPC than using dedicated, general purpose rendering hardware

机译:与使用专用的通用渲染硬件相比,aPC上的软件中的等值面渲染要快一个数量级

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The purpose of this work is to compare the speed of isosurfacenrendering in software with that using dedicated hardware. Input datanconsist of 10 different objects from various parts of the body andnvarious modalities (CT, MR, and MRA) with a variety of surface sizes (upnto 1 million voxels/2 million triangles) and shapes. The softwarenrendering technique consists of a particular method of voxel-basednsurface rendering, called shell rendering. The hardware method isnOpenGL-based and uses the surfaces constructed from our implementationnof the Marching Cubes algorithm. The hardware environment consists of anvariety of platforms, including a Sun Ultra I with a Creator3D graphicsncard and a Silicon Graphics Reality Engine II, both with polygonnrendering hardware, and a 300 MHz Pentium PC. The results indicate thatnthe software method (shell rendering) was 18 to 31 times faster than anynhardware rendering methods. This work demonstrates that a softwarenimplementation of a particular rendering algorithm (shell rendering) cannoutperform dedicated hardware. We conclude that, for medical surfacenvisualization, expensive dedicated hardware engines are not required.nMore importantly, available software algorithms (shell rendering) on an300 MHz Pentium PC outperform the speed of rendering via hardwarenengines by a factor of 18 to 31
机译:这项工作的目的是将软件中的等值面渲染速度与使用专用硬件的等值面渲染速度进行比较。输入数据由人体各个部位的10种不同物体和各种形态(CT,MR和MRA)组成,具有各种表面尺寸(最多1百万个体素/ 2百万个三角形)和形状。软件渲染技术由基于体素的n面渲染的特定方法(称为外壳渲染)组成。硬件方法基于OpenGL,并使用从Marching Cubes算法的实现中构造的曲面。硬件环境包括多种平台,包括带有Creator3D图形卡的Sun Ultra I和带有多边形渲染硬件的Silicon Graphics Reality Engine II,以及一台300 MHz奔腾PC。结果表明,软件方法(shell渲染)比任何硬件渲染方法快18到31倍。这项工作证明了特定渲染算法(shell渲染)的软件实现无法胜过专用硬件。我们得出的结论是,对于医学表面可视化,不需要昂贵的专用硬件引擎。更重要的是,300 MHz奔腾PC上可用的软件算法(外壳渲染)比通过硬件引擎进行渲染的速度快18到31

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