A Practical Evaluation of Popular Volume Rendering Algorithms

M. Meissner, Jian Huang, D. Bartz, K. Mueller, R. Crawfis
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引用次数: 230

Abstract

This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In order to assess both the strengths and the weaknesses of these algorithms in a wide variety of scenarios, a set of real-life benchmark datasets with different characteristics was carefully selected. In the rendering, all algorithm-independent image synthesis parameters, such as viewing matrix, transfer functions, and optical model, were kept constant to enable a fair comparison of the rendering results. Both image quality and computational complexity were evaluated and compared, with the aim of providing both researchers and practitioners with guidelines on which algorithm is most suited in which scenario. Our analysis also indicates the current weakness in each algorithm's pipeline, and possible solutions to these as well as pointers for future research are offered.
流行体绘制算法的实用评价
本文对四种体绘制算法进行了评估和比较,这四种算法在均匀直线网格上描述的数据集的绘制方面已经变得相当流行:射线投射、飞溅、剪切-翘曲和硬件辅助的3D纹理映射。为了评估这些算法在各种场景下的优缺点,我们仔细选择了一组具有不同特征的真实基准数据集。在绘制过程中,所有与算法无关的图像合成参数,如查看矩阵、传递函数、光学模型等保持不变,以便对绘制结果进行公平的比较。对图像质量和计算复杂度进行了评估和比较,目的是为研究人员和从业者提供哪种算法最适合哪种场景的指导方针。我们的分析还指出了目前每种算法流水线的弱点,并提出了可能的解决方案以及未来研究的指针。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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