量化体素加速体渲染

Benjamin Mora, J. Jessel, R. Caubet
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引用次数: 14

摘要

本文提出了一种利用正交投影加速体绘制的新算法。由于体绘制处理的是庞大的数据集,因此为了实现交互式体绘制,需要降低体素投影的计算成本。我们通过使用正交投影的可能性来满足这个问题,该投影允许通过细分像素来量化体素位置。相同的投影属性被赋予所有体素的中心落在相同的像素细分。经典算法需要几个指令来计算下一个遍历体素或下一个栅格化像素,与之相反,我们的方法只需要一个加法指令和一个寻址指令,足以确定一个投影像素。飞溅也可以有一个决定性的优势。我们的算法非常适合没有硬件加速的低端平台。实验结果表明,我们的渲染率优于现有的其他方法。该算法可能很快就能在传统计算机上实现实时体绘制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Accelerating Volume Rendering with Quantized Voxels
We present here a new algorithm for accelerating volume rendering with an orthographic projection. Because volume rendering handles huge data sets, a reduction in the computational cost of voxel projection is required to obtain interactive volume rendering. We satisfy this issue by using the possibilities of orthographic projection that allows the quantization of voxel positions by subdividing the pixels. The same projection properties are given for all the voxels with the center falling within the same pixel subdivision. In contrast with classical algorithms that require several instructions to compute either the next traversed voxel or the next rasterized pixel, our method needs only one addition instruction and one addressing instruction that is sufficient to determine one projected pixel. Splatting can also have a decisive advantage of it. Our algorithm is well suited for low-end platforms when no hardware acceleration is available. Experimental results show that our rendering rate is better than other existing methods. This algorithm might allow obtaining real-time volume rendering on conventional computers soon.
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