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A Voxel-Based Rendering Pipeline for Large 3D Line Sets

机译:基于Voxel的渲染管道,用于大型3D线组

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We present a voxel-based rendering pipeline for large 3D line sets that employs GPU ray-casting to achieve scalable rendering including transparency and global illumination effects. Even for opaque lines we demonstrate superior rendering performance compared to GPU rasterization of lines, and when transparency is used we can interactively render amounts of lines that are infeasible to be rendered via rasterization. We propose a direction-preserving encoding of lines into a regular voxel grid, along with the quantization of directions using face-to-face connectivity in this grid. On the regular grid structure, parallel GPU ray-casting is used to determine visible fragments in correct visibility order. To enable interactive rendering of global illumination effects like low-frequency shadows and ambient occlusions, illumination simulation is performed during ray-casting on a level-of-detail (LoD) line representation that considers the number of lines and their lengths per voxel. In this way we can render effects which are very difficult to render via GPU rasterization. A detailed performance and quality evaluation compares our approach to rasterization-based rendering of lines.
机译:我们介绍了一种基于Voxel的渲染管线,用于大型3D线集,采用GPU射线铸造,实现可扩展的渲染,包括透明度和全局照明效果。即使对于不透明线路,我们展示了与线的GPU光栅化相比的卓越的渲染性能,并且当使用透明度时,我们可以交互方式呈现不可行的线路,这些线路通过光栅化呈现不可行的线。我们提出了将线路的方向保存到常规体素网格中,以及在该网格中使用面对面连接的方向的量化。在常规网格结构上,并行GPU射线铸件用于确定正确的可见性顺序的可见片段。为了使全局照明效果的交互式渲染等低频阴影和环境闭塞,在射线铸造期间执行照明仿真在考虑每个体素的线数及其长度的细节(LOD)线表示期间进行。通过这种方式,我们可以通过GPU光栅化呈现非常困难的效果。详细的性能和质量评估将我们的方法与基于光栅化的线路的方法进行了比较。

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