不规则体数据的集成处理管道

Chuan-Kai Yang, T. Chiueh
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摘要

非常大的不规则网格体数据集通常表示为四面体网格,需要大量的磁盘I/O和渲染计算。减少这种资源需求的一个有效方法是压缩。先前的研究表明,如何将无损压缩的不规则网格数据集的渲染和解压缩集成到一次计算中。这项工作进一步展示了无损压缩的不规则体数据集可以在解压缩时进行简化,并且简化、解压缩和渲染可以再次集成到一个管道中,只需要通过数据集进行一次传递。由于简化是一种有损压缩形式,因此动态体积简化算法提供了一种强大的机制,可以直接从其无损压缩表示动态创建多个分辨率级别的四面体网格版本,这也对应于最佳分辨率级别。特别是,不规则网格体积投标者可以利用这种多分辨率表示,通过自动调整可以提供的渲染计算量,或执行所谓的时间关键渲染,来维持给定硬件/软件平台上的交互性。所提出的四面体网格简化算法及其与体压缩和绘制的集成已在Gatun系统中成功实现。对Gatun原型的性能测量表明,简化平均只增加不到5%的性能开销,并且通过多分辨率预简化,端到端渲染延迟确实以近似线性的方式减少,相对于简化比率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An integrated processing pipeline for irregular volume data
Very large irregular-grid volume data sets are typically represented as tetrahedral mesh and require substantial disk I/O and rendering computation. One effective way to reduce this demanding resource requirement is compression. Previous research showed how rendering and decompression of a losslessly compressed irregular-grid data set can be integrated into a one-pass computation. This work, advances the state of the art one step further by showing that a losslessly compressed irregular volume data set can be simplified while it is being decompressed and that simplification, decompression, and rendering can again be integrated into a pipeline that requires only a single pass through the data sets. Since simplification is a form of lossy compression, the on-the-fly volume simplification algorithm provides a powerful mechanism to dynamically create versions of a tetrahedral mesh at multiple resolution levels directly from its losslessly compressed representation, which also corresponds to the finest resolution level. In particular, an irregular-grid volume Tenderer can exploit this multi-resolution representation to maintain interactivity on a given hardware/software platform by automatically adjusting the amount of rendering computation that could be afforded, or performing so called time-critical rendering. The proposed tetrahedral mesh simplification algorithm and its integration with volume decompression and rendering has been successfully implemented in the Gatun system. Performance measurements on the Gatun prototype show that simplification only adds less than 5% of performance overhead on an average and with multi-resolution pre-simplification the end-to-end rendering delay indeed decreases in an approximately linear fashion with respect to the simplification ratio.
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