Incremental Raycasting of Piecewise Quadratic Surfaces on the GPU

Carsten Stoll, S. Gumhold, H. Seidel
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引用次数: 25

Abstract

To overcome the limitations of triangle and point based surfaces several authors have recently investigated surface representations that are based on higher order primitives. Among these are MPU, SLIM surfaces, dynamic skin surfaces and higher order iso-surfaces. Up to now these representations were not suitable for interactive applications because of the lack of an efficient rendering algorithm. In this paper we close this gap for implicit surface representations of degree two by developing highly optimized GPU implementations of the raycasting algorithm. We investigate techniques for fast incremental raycasting and cover per fragment and per quadric backface culling. We apply the approaches to the rendering of SLIM surfaces, quadratic iso-surfaces over tetrahedral meshes and bilinear quadrilaterals. Compared to triangle based surface approximations of similar geometric error we achieve only slightly lower frame rates but with much higher visual quality due to the quadratic approximation power of the underlying surfaces
分段二次曲面在GPU上的增量光线投射
为了克服基于三角形和点的曲面的局限性,一些作者最近研究了基于高阶原语的曲面表示。其中包括MPU面、SLIM面、动态蒙皮面和高阶等面。到目前为止,由于缺乏有效的呈现算法,这些表示不适合交互式应用。在本文中,我们通过开发高度优化的光线投射算法的GPU实现来缩小二级隐式表面表示的这一差距。我们研究了快速增量射线投射和覆盖每个碎片和每个二次面剔除的技术。我们将这些方法应用于SLIM曲面、四面体网格上的二次等边曲面和双线性四边形的绘制。与相似几何误差的基于三角形的表面近似相比,我们只获得稍低的帧率,但由于底层表面的二次近似能力,视觉质量要高得多
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