GPU-Based Tiled Ray Casting Using Depth Peeling

F. Bernardon, C. Pagot, J. Comba, Cláudio T. Silva
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引用次数: 56

Abstract

We present a new hardware ray-casting algorithm for unstructured meshes composed of tetrahedral cells. Our work builds on the technique published at IEEE Visualization 2003 by Weiler et al. Our contributions can be divided into three categories. First, we present an alternate representation for mesh data in two-dimensional textures that is more compact and efficient, compared to the three-dimensional textures used in the original work. Second, we use a tile-based subdivision of the screen that allows computation to proceed only at places where it is required. Finally, we do not introduce imaginary cells that fill space caused by nonconvexities of the mesh. Instead, we use a depth-peeling approach that captures when rays re-enter the mesh, which is much more general and does not require a convexification algorithm. Our experiments show that our technique is substantially faster than the technique of Weiler et al. on the same hardware. Source code is available at the website listed at the end of this paper.
基于gpu的平铺光线投射使用深度剥落
针对由四面体单元组成的非结构化网格,提出了一种新的硬件光线投射算法。我们的工作基于Weiler等人在IEEE可视化2003上发表的技术。我们的贡献可以分为三类。首先,我们提出了一种二维纹理网格数据的替代表示,与原始作品中使用的三维纹理相比,它更紧凑、更高效。其次,我们使用基于tile的屏幕细分,允许计算只在需要的地方进行。最后,我们没有引入虚构的单元来填充由于网格的非凸性而引起的空间。相反,我们使用深度剥离方法来捕获光线重新进入网格的时间,这种方法更加通用,并且不需要凸化算法。我们的实验表明,在相同的硬件上,我们的技术比Weiler等人的技术快得多。源代码可在本文末尾列出的网站上获得。
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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