快速体积CSG建模使用标准图形系统

Duoduo Liao, S. Fang
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引用次数: 25

摘要

利用体积法对地下震源进行建模是一种很有前途的新方法。然而,由于需要处理大量数据,如果没有专门的硬件系统,很难进行交互式体积CSG建模。在本文中,我们提出了一种使用标准图形硬件的快速体积CSG建模技术。该算法通过切片扫描建立了一个新的体建模管道,与我们之前在CSG模型体素化方面的工作相比有了显著的改进。为了实现交互式体积CSG建模,该算法利用标准OpenGL特性将硬件加速应用于对象切片和其他图形操作。为了提高建模速度和节省内存,提出了切片叠加和体场景树剪枝两种优化技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fast volumetric CSG modeling using standard graphics system
CSG modeling using volumetric techniques is a new and promising approach. Due to the need for large volume data processing, however, it is difficult to perform interactive volumetric CSG modeling without special hardware systems. In this paper, we present a fast volumetric CSG modeling technique using standard graphics hardware. The algorithm builds a new pipeline for volume modeling by slice sweeping, and is a significant improvement over our earlier work on CSG model voxelization. To achieve interactive volumetric CSG modeling, this algorithm makes use of standard OpenGL features to apply hardware acceleration to object slicing and other graphics operations. Two optimization techniques, the slice stack and volume scene tree pruning, are presented to provide speed up and memory saving in the modeling process.
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