一种新的物体顺序光线投射算法

Benjamin Mora, J. Jessel, R. Caubet
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引用次数: 62

摘要

在过去的十年中,已经提出了许多直接体绘制算法来交互式地绘制256/sup /体素。然而,它们都有很多固有的局限性,比如低质量的图像,较小的视口大小或固定的分类。相比之下,交互式高质量算法目前仍然是一个挑战。我们在这里介绍一种高效而准确的技术,称为对象顺序光线投射,在当前的工作站上可以达到10fps。像通常的光线投射一样,颜色和不透明度均匀地沿着光线采样,但现在在一个新的对象顺序算法中。因此,它允许在速度和质量方面结合两个世界的主要优势。我们还描述了一种有效的隐藏体积去除技术,以补偿早期射线终止的损失。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A new object-order ray-casting algorithm
Many direct volume rendering algorithms have been proposed during the last decade to render 256/sup 3/ voxels interactively. However a lot of limitations are inherent to all of them, like low-quality images, a small viewport size or a fixed classification. In contrast, interactive high quality algorithms are still a challenge nowadays. We introduce here an efficient and accurate technique called object-order ray-casting that can achieve up to 10 fps on current workstations. Like usual ray-casting, colors and opacities are evenly sampled along the ray, but now within a new object-order algorithm. Thus, it allows to combine the main advantages of both worlds in term of speed and quality. We also describe an efficient hidden volume removal technique to compensate for the loss of early ray termination.
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