使用分层3D纹理的非结构化网格的交互式可视化

J. Leven, Jason J. Corso, J. Cohen, Subodh Kumar
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引用次数: 40

摘要

我们提出了一个用于交互式绘制大型非结构化网格的系统。我们的方法是将网格体素化为3D体素八叉树,然后使用分层的3D纹理映射来渲染数据。这种方法利用当前的3D纹理映射PC硬件来解决非结构化网格渲染的问题。我们通过一种新颖的pad和stencil算法,将3D纹理八叉树专门用于渲染非结构化网格的任务,该算法区分了数据和非数据体素。体素化和渲染过程都可以有效地管理大型的非核心数据集。系统管理主存和纹理内存中的缓存使用情况,以及磁盘、主存和纹理内存之间的带宽。它还管理呈现负载,以始终实现交互性。它为期望的交互性级别最大化了质量度量。它已应用于大量的大数据,并产生高质量的图像在交互式,用户可选择的帧率使用标准PC硬件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactive visualization of unstructured grids using hierarchical 3D textures
We present a system for interactively rendering large, unstructured grids. Our approach is to voxelize the grid into a 3D voxel octree, and then to render the data using hierarchical, 3D texture mapping. This approach leverages the Current 3D texture mapping PC hardware for the problem of unstructured grid rendering. We specialize the 3D texture octree to the task of rendering unstructured grids through a novel pad and stencil algorithm, which distinguishes between data and non-data voxels. Both the voxelization and rendering processes efficiently manage large, out-of-core datasets. The system manages cache usage in main memory and texture memory, as well as bandwidths among disk, main memory, and texture memory. It also manages rendering load to achieve interactivity at all times. It maximizes a quality metric for a desired level of interactivity. It has been applied to a number of large data and produces high quality images at interactive, user-selectable frame rates using standard PC hardware.
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