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Improved perspective visibility ordering for object-order volume rendering

机译:改进的透视图可见性排序,用于对象顺序体积渲染

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Finding a correct a priori back-to-front (BTF) visibility ordering for the perspective projection of the voxels of a rectangular volume poses interesting problems. The BTF ordering presented by Frieder et al. [6] and the permuted BTF presented by Westover are correct for parallel projection but not for perspective projection. Swan presented a constructive proof for the correctness of the perspective BTF (PBTF) ordering. This was a significant improvement on the existing orderings. However, his proof assumes that voxel projections are not larger than a pixel, i.e. voxel projections do not overlap in screen space. Very often the voxel projections do overlap, e.g. with splatting algorithms. In these cases, the PBTF ordering results in highly visible and characteristic rendering artefacts. In this paper we analyse the PBTF and show why it yields these rendering artefacts. We then present an improved visibility ordering that remedies the artefacts. Our new ordering is as good as the PBTF, but it is also valid for cases where voxel projections are larger than a single pixel, i.e. when voxel projections overlap in screen space. We demonstrate why and how our ordering works at fundamental and implementation levels.
机译:为矩形体积的体素的透视投影找到正确的先验后对前(BTF)可见性顺序会带来有趣的问题。 Frieder等人提出的BTF排序。 [6]和Westover提出的置换BTF对平行投影正确,但对透视投影不正确。 Swan为透视BTF(PBTF)排序的正确性提供了建设性的证明。这是对现有订单的重大改进。但是,他的证明假设体素投影不大于像素,即体素投影在屏幕空间中不重叠。通常,体素投影确实会重叠,例如与飞溅算法。在这些情况下,PBTF排序会导致高度可见和特征性的渲染伪像。在本文中,我们分析了PBTF,并说明了为什么它会产生这些渲染伪像。然后,我们提出了一种改进的能见度排序,以纠正伪影。我们的新排序与PBTF一样好,但是对于体素投影大于单个像素的情况(即,体素投影在屏幕空间中重叠时)也有效。我们将说明为什么以及如何在基本和实施级别上执行订单。

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