使用纹理外壳加速体渲染

Wei Li, A. Kaufman
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引用次数: 18

摘要

纹理映射硬件已经成功地用于体绘制。在本文中,我们提出了一种基于纹理的体绘制算法,该算法由纹理壳加速,避免了空体素的转移和合成。我们开发了有效地找到非空区域的所有边界矩形的方法,以及更准确地描述非空区域边界的边界轮廓的方法。边界形状被视为非空子纹理的外壳。在存储和渲染时跳过船体外的纹理。通过我们的加速,对于各种数据集,渲染速度要快2到12倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Accelerating volume rendering with texture hulls
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.
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