R. Marroquim, André Maximo, R. Farias, Claudio Esperança
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引用次数: 19
Abstract
We present a practical approach for implementing the projected tetrahedra (PT) algorithm for interactive volume rendering of unstructured data using programmable graphics cards. Unlike similar works reported earlier, our method employs two fragment shaders, one for computing the tetrahedra projections and another for rendering the elements. We achieve interactive rates by storing the model in texture memory and avoiding redundant projections of implementations using vertex shaders. Our algorithm is capable of rendering over 2.0 M Tet/s on current graphics hardware, making it competitive with recent ray-casting approaches, while occupying a substantially smaller memory footprint
我们提出了一种实用的方法来实现投影四面体(PT)算法,用于使用可编程图形卡对非结构化数据进行交互式体绘制。与之前报道的类似作品不同,我们的方法使用了两个片段着色器,一个用于计算四面体投影,另一个用于渲染元素。我们通过将模型存储在纹理存储器中并避免使用顶点着色器实现的冗余投影来实现交互速率。我们的算法能够在当前的图形硬件上渲染超过2.0 M Tet/s,使其与最近的光线投射方法竞争,同时占用更小的内存占用