{"title":"时间关键的多分辨率体渲染使用3D纹理映射硬件","authors":"Xinyue Li, Han-Wei Shen","doi":"10.1109/SWG.2002.1226507","DOIUrl":null,"url":null,"abstract":"This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"266 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"31","resultStr":"{\"title\":\"Time-critical multiresolution volume rendering using 3D texture mapping hardware\",\"authors\":\"Xinyue Li, Han-Wei Shen\",\"doi\":\"10.1109/SWG.2002.1226507\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.\",\"PeriodicalId\":179293,\"journal\":{\"name\":\"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH\",\"volume\":\"266 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2002-10-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"31\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SWG.2002.1226507\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SWG.2002.1226507","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Time-critical multiresolution volume rendering using 3D texture mapping hardware
This paper presents a LOD selection algorithm for multiresolution volume rendering using 3D texture mapping hardware. The goal of the algorithm is to select appropriate LODs automatically from a volume hierarchy so that the rendering speed will match the user's desired frame rate. To achieve this goal, we devise an intra-frame predictive-reactive scheme, which controls the rendering time by collecting run-time performance statistics and performing dynamic LOD selections. Our algorithm takes into account user-specified volume importance criteria when distributing the time budget, so regions of interest can be rendered at a higher quality. Experiments showed that our algorithm can control the rendering speed with less than 10% of error from the user's target frame rate.