首页> 外文期刊>IEICE Transactions on Information and Systems >Efficient, High-Quality, GPU-Based Visualization of Voxelized Surface Data with Fine and Complicated Structures
【24h】

Efficient, High-Quality, GPU-Based Visualization of Voxelized Surface Data with Fine and Complicated Structures

机译:具有精细复杂结构的体素化曲面数据的高效,高质量,基于GPU的可视化

获取原文
获取原文并翻译 | 示例
       

摘要

This paper proposes a GPU-based method that can visualize voxelized surface data with fine and complicated features, has high rendering quality at interactive frame rates, and provides low memory consumption. The surface data is compressed using run-length encoding (RLE) for each level of detail (LOD). Then, the loop for the rendering process is performed on the GPU for the position of the viewpoint at each time instant. The scene is raycasted in planes, where each plane is perpendicular to the horizontal plane in the world coordinate system and passes through the viewpoint. For each plane, one ray is cast to rasterize all RLE elements intersecting this plane, starting from the viewpoint and ranging up to the maximum view distance. This rasterization process projects each RLE element passing the occlusion test onto the screen at a LOD that decreases with the distance of the RLE element from the viewpoint. Finally, the smoothing of voxels in screen space and full screen anti-aliasing is performed. To provide lighting calculations without storing the normal vector inside the RLE data structure, our algorithm recovers the normal vectors from the rendered scene's depth buffer. After the viewpoint changes, the same process is re-executed for the new viewpoint. Experiments using different scenes have shown that the proposed algorithm is faster than the equivalent CPU implementation and other related methods. Our experiments further prove that this method is memory efficient and achieves high quality results.
机译:本文提出了一种基于GPU的方法,该方法可以可视化具有精细和复杂特征的体素化曲面数据,在交互帧速率下具有较高的渲染质量,并且内存消耗较低。使用每个细节级别(LOD)的游程长度编码(RLE)压缩表面数据。然后,在GPU上针对每个时刻的视点位置执行渲染过程的循环。场景在平面中进行光线投射,其中每个平面都垂直于世界坐标系中的水平面并通过视点。对于每个平面,从视点开始,一直到最大视距,都投射一条光线以光栅化与该平面相交的所有RLE元素。此栅格化过程将通过遮挡测试的每个RLE元素以LOD投影到屏幕上,该LOD随RLE元素从视点的距离而减小。最后,对屏幕空间中的体素进行平滑处理并进行全屏抗锯齿。为了在不将法线向量存储在RLE数据结构内的情况下提供照明计算,我们的算法从渲染场景的深度缓冲区中恢复法线向量。视点更改后,将对新视点重新执行相同的过程。使用不同场景的实验表明,该算法比等效的CPU实现和其他相关方法要快。我们的实验进一步证明了该方法具有存储效率,并且可以实现高质量的结果。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号