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Out-of-core simplification and crack-free LOD volume rendering for irregular grids

机译:不规则网格的核外简化和无裂纹LOD体绘制

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We propose a novel out-of-core simplification and level-of-detail (LOD) volume rendering algorithm for large irregular grids represented as tetrahedral meshes. One important feature of our algorithm is that it creates a space decomposition as required by I/O-efficient simplification and volume rendering, and simplifies both the internal and boundary portions of the sub-volumes progressively by edge collapses using the (extended) quadric error metric, while ensuring any selected LOD mesh to be crack-free (i.e., any neighboring sub-volumes in the LOD have consistent boundaries, and all the cells in the LOD do not have negative volumes), with all computations performed I/O-ejficiently. This has been an elusive goal for out-of-core progressive meshes and LOD visualization, and our novel solution achieves this goal with a theoretical guarantee to be crack-free for tetrahedral meshes. As for selecting a desirable LOD mesh for volume rendering, our technique supports selective refinement LODs (where different places can have different error bounds), in addition to the basic uniform LODs (where the error bound is the same in all places). The proposed scalar-value range and view-dependent selection queries for selective refinement are especially effective in producing images of the highest quality with a much faster rendering speed. The experiments demonstrate the efficacy of our new technique.
机译:我们提出了一种新颖的核心外简化和细节水平(LOD)体积渲染算法,用于表示为四面体网格的大型不规则网格。我们算法的一个重要特征是,它可以按I / O有效简化和体积渲染的要求创建空间分解,并使用(扩展的)二次误差通过边沿塌陷来逐步简化子体积的内部和边界部分。度量,同时确保所有选定的LOD网格均无裂纹(即,LOD中的任何相邻子体积都具有一致的边界,并且LOD中的所有像元都没有负体积),并且所有计算均执行I / O-有效地。对于核心外渐进式网格和LOD可视化来说,这一直是一个遥不可及的目标,我们的新颖解决方案在理论上保证四面体网格无裂纹的情况下实现了这一目标。至于为体积渲染选择理想的LOD网格,我们的技术除了基本统一的LOD(在所有位置的误差范围都相同)之外,还支持选择性细化LOD(在不同的位置可能具有不同的误差范围)。提出的标量值范围和依赖视图的选择查询用于选择性优化在生成质量更高,渲染速度更快的图像时特别有效。实验证明了我们新技术的有效性。

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