交互式CSG建模和渲染的体积方法

Hongsheng Chen, S. Fang
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引用次数: 11

摘要

基于体的图形技术,如体渲染和体素化,最近引起了大量的研究关注。但它们在实体建模及其CAD/CAM应用中尚未发挥重要作用。虽然已经有许多CSG模型的快速渲染算法[6,9],但基于体的技术具有显式生成CSG模型的体表示的优点,这对于许多与体相关的操作都非常有用,例如体渲染、积分属性计算、有限元分析和用于快速原型的分层制造。一个体是在一个体空间上的三维规则网格上采样的标量场。对于固体物体,可以使用仅具有0和1强度值的二进制体积。将几何模型转换为体积表示的过程称为uoseli::ation[3]。从概念上讲,CSG体素化是针对CSG模型对体空间中所有体素的集合隶属度分类问题。早期的CSG体素化方法可以追溯到通过点分类进行空间枚举。最近的一些研究也有报道[1,4,71]。不幸的是,这些算法在计算上都非常昂贵,因此不提供交互性能。在本文中,我们提出了一种新的体积方法,用于快速的体积转换和绘制CSG模型。它使用标准3D图形系统(例如OpenGL)中现有的硬件特性,并在3D纹理存储器中交互式地为每个CSG模型生成一个体表示,然后可以通过3D纹理映射[2,81]实时体渲染,或者保存到主存储器中进行后处理操作和计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A volumetic approach to interactive CSG modeling and rendering
Volume-based graphics techniques, such as volume rendering and voxelization, have been attracting enormous research attention recently. But they have not yet played a significant role in solid modeling and its CAD/CAM applicatiions. Although there have been many fast rendering algorithms for CSG models[6,9], volume-based techniques have the benefit of explicitly generating the volume representations for the CSG models, wh,ich can be very useful for m.any volume related operations such as volume rendering, integral property computation, finite element analysis and layered manufacturing for rapid prototyping. A volume is a scalar field sampled at a 3D regular grid over a volume space. For a solid object, a binary volume with only 0 and 1 intensity values can be used. The process of converting a geometric model into a volume representation is called uoseli::ation[3]. Conceptually, CSG voxelization is a set membership classification problem agatinst the CSG model for all voxels in a volume space. Early CSG voxelization methods (can date back to the spatial enumeration by point classification[5]. Several more recent works have also been reported[l, 4, 71. Unfortunately, these algorithms are all computationally very expensive, thus do not provide interactive performance. In this .paper, we present a new volumetric solution for the fast volume conversion and rendering of CSG models. It uses existing hardware features in standard 3D graphics systems (e.g. OpenGL), and interactively generates a volume representation for each CSG model in a 3D texture memory, which can then be volume rendered in real time by 3D texture mapping[2, 81, or saved into main memory for post-processing operations and computations.
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