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3 3D texture-based volume graphic architecture using visibility ordered division rendering algorithm and method of the same

机译:使用可见性有序划分渲染算法的3 3D基于纹理纹理的体图形体系结构及其方法

摘要

PURPOSE: A three-dimensional texture based volume graphic structure using a visibility-ordered division rendering algorithm and a method therefor are provided to prevent lowering of performance and reduce the size of a required bandwidth. CONSTITUTION: A volume divider(20) decides the size of division volume regions and an order for processing through view point plane of one volume data, and the size and position information of volume information, and generates a three-dimensional texture map. A section generator(40) generates sections of the divided regions by receiving position information of the divided regions and the number of sections per divided region. A geometry operation unit(50) geometrically operates the sections. A three-dimensional texture mapping(60) generates the sections into preliminarily generated three-dimensional texture through the volume information of the corresponding region. An alpha blender(70) alpha-blends the sections one by one. A pixel cache(80) reads the corresponding section information from a frame memory(100) storing the blended section information by the section units to store the read section information, and is used as a cache between the alpha blender and the frame memory.
机译:目的:提供一种使用可见性有序划分渲染算法的基于三维纹理的体图形结构及其方法,以防止性能降低并减小所需带宽的大小。构成:体分割器(20)通过一个体数据的视点平面,体信息的大小和位置信息来确定分割体区域的大小和处理顺序,并生成三维纹理贴图。区段生成器(40)通过接收划分区域的位置信息和每个划分区域的区段数目来生成划分区域的区段。几何运算单元(50)对这些部分进行几何运算。三维纹理映射(60)通过相应区域的体信息将这些部分生成为预先生成的三维纹理。一个alpha混合器(70)将这些部分一一进行alpha混合。像素高速缓存器(80)从存储有按分区单元的混合的分区信息的帧存储器(100)中读取对应的分区信息,以存储读取的分区信息,并且用作α混合器与帧存储器之间的高速缓存。

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