通过与深度无关的累积场的视图空间元球近似

Tianchen Xu, E. Wu
{"title":"通过与深度无关的累积场的视图空间元球近似","authors":"Tianchen Xu, E. Wu","doi":"10.1145/3005358.3005389","DOIUrl":null,"url":null,"abstract":"This paper presents a novel approach to fast rendering realistic meta-balls in view space. Meta-ball rendering is widely used in computer graphics to represent liquid drops, and especially important to particle-based fluid dynamics for the rendering on the final stage. Traditionally, meta-balls are procedurally modeled in object space according to implicit surface extraction and rendered as meshes. Instead of such consuming geometry-based methods, our algorithm is executed at screen-space level, and it utilizes the features of GPU, which demands low overheads and thus is much faster. Compared with other screen-space methods of particle rendering, our method obeys the basic principle of implicit surface. Consequently, real-time meta-ball rendering can be achieved very efficiently in a significantly high quality.","PeriodicalId":242138,"journal":{"name":"SIGGRAPH ASIA 2016 Technical Briefs","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"View-space meta-ball approximation by depth-independent accumulative fields\",\"authors\":\"Tianchen Xu, E. Wu\",\"doi\":\"10.1145/3005358.3005389\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a novel approach to fast rendering realistic meta-balls in view space. Meta-ball rendering is widely used in computer graphics to represent liquid drops, and especially important to particle-based fluid dynamics for the rendering on the final stage. Traditionally, meta-balls are procedurally modeled in object space according to implicit surface extraction and rendered as meshes. Instead of such consuming geometry-based methods, our algorithm is executed at screen-space level, and it utilizes the features of GPU, which demands low overheads and thus is much faster. Compared with other screen-space methods of particle rendering, our method obeys the basic principle of implicit surface. Consequently, real-time meta-ball rendering can be achieved very efficiently in a significantly high quality.\",\"PeriodicalId\":242138,\"journal\":{\"name\":\"SIGGRAPH ASIA 2016 Technical Briefs\",\"volume\":\"6 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SIGGRAPH ASIA 2016 Technical Briefs\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3005358.3005389\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH ASIA 2016 Technical Briefs","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3005358.3005389","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

本文提出了一种快速渲染实景元球的新方法。元球渲染在计算机图形学中广泛用于表示液滴,在基于粒子的流体动力学的最后阶段的渲染中尤为重要。传统上,元球是根据隐式曲面提取在对象空间中程序化建模并渲染成网格的。我们的算法在屏幕空间级别执行,而不是这种基于几何的消耗方法,它利用GPU的特性,要求低开销,因此速度快得多。与其他屏幕空间粒子绘制方法相比,我们的方法遵循隐式曲面的基本原理。因此,实时元球渲染可以非常有效地实现高质量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
View-space meta-ball approximation by depth-independent accumulative fields
This paper presents a novel approach to fast rendering realistic meta-balls in view space. Meta-ball rendering is widely used in computer graphics to represent liquid drops, and especially important to particle-based fluid dynamics for the rendering on the final stage. Traditionally, meta-balls are procedurally modeled in object space according to implicit surface extraction and rendered as meshes. Instead of such consuming geometry-based methods, our algorithm is executed at screen-space level, and it utilizes the features of GPU, which demands low overheads and thus is much faster. Compared with other screen-space methods of particle rendering, our method obeys the basic principle of implicit surface. Consequently, real-time meta-ball rendering can be achieved very efficiently in a significantly high quality.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信