非结构化网格交互式预集成体绘制的两步法

S. Röttger, T. Ertl
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引用次数: 73

摘要

在体可视化领域,单元投影技术被广泛用于显示非结构化四面体网格。在这一领域,射线积分的预积分已被证明是显示高质量和交互式帧率的四面体网格的有效方法。除了Shirley和Tuchman的投影四面体算法的实际性能外,交互程度还受到预积分射线积分的更新速度和显卡在高屏幕分辨率下的性能的限制。为了扩大这两个瓶颈,我们提出了一种硬件加速的预集成方法和一种采用标准2D纹理映射而不是以前使用的3D纹理映射的渲染方法。结果,传递函数的更新速度提高了近一百倍,四面体的栅格化速度提高了三倍而不降低精度。作为一个副作用,预集成的非结构化体渲染可以在更广泛的图形平台上使用,因为对2D纹理映射的支持更为普遍。总之,我们的两步方法极大地提高了非结构化预集成体渲染的交互性,允许更广泛的应用领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A two-step approach for interactive pre-integrated volume rendering of unstructured grids
In the area of volume visualization the cell projection technique is used widely to display unstructured tetrahedral grids. In this field, the pre-integration of the ray integral has proven to be a powerful method for the display of tetrahedral grids with high quality and at interactive frame rates. Besides the actual performance of the projected tetrahedra algorithm of Shirley and Tuchman, the degree of interactivity is also limited by the update rate of the pre-integrated ray integral and the performance of the graphics card at high screen resolutions. In order to widen those two bottlenecks, we propose a hardware-accelerated pre-integration approach and a rendering method which applies standard 2D texture mapping instead of the previously used 3D texturing. As a result, the update rate of the transfer function is increased by almost a factor of hundred and the rasterization of the tetrahedra is sped up by up to a factor of three without degrading accuracy. As a side effect, pre-integrated unstructured volume rendering can be utilized on a broader range of graphics platforms, since the support of 2D texture mapping is much more common. In summary, our two-step approach greatly increases the interactivity of unstructured pre-integrated volume rendering allowing for a much wider area of application.
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