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Efficient direct rendering of deforming surfaces via shared subdivision trees

机译:通过共享的细分树有效地直接渲染变形曲面

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In this paper, we present a subdivision-based approach to rasterize implicit surfaces embedded in volumetric Bezier patches undergoing a nonlinear deformation. Subdividing a given patch into simpler patches to perform the surface rasterization task is numerically robust, and allows guaranteeing visual accuracy even in the presence of geometric degeneracies. However, due to its memory requirements and slow convergence rates, subdivision is challenging to be used in an interactive environment. Unlike previous methods employing subdivision, our approach is based on the idea where for a given patch only one subdivision tree is maintained and shared among pixels. Furthermore, as the geometry of the object changes from frame to frame, a flexible data structure is proposed to manage the geometrically varying Bezier patches. The resulting algorithm is general and maps well to parallel computing platforms such as CUDA. We demonstrate on a variety of representative graphics and visualization examples that our GPU scheme scales well and achieves up to real-time performance on consumer-level graphics cards by guaranteeing visual accuracy.
机译:在本文中,我们提出了一种基于细分的方法来光栅化隐含在经历非线性变形的体积Bezier面片中的隐式表面。将给定色块细分为更简单的色块以执行表面栅格化任务在数值上是鲁棒的,并且即使在存在几何退化的情况下也可以保证视觉准确性。但是,由于其内存要求和缓慢的收敛速度,细分在交互式环境中使用具有挑战性。与先前采用细分的方法不同,我们的方法基于以下思想:对于给定的补丁,仅维护一个细分树并在像素之间共享。此外,随着对象的几何形状在帧与帧之间变化,提出了一种灵活的数据结构来管理几何上变化的Bezier面片。生成的算法是通用的,可以很好地映射到并行计算平台(例如CUDA)。我们在各种代表性的图形和可视化示例中证明,我们的GPU方案可以很好地扩展并通过保证视觉准确性在消费级图形卡上达到实时性能。

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