简单的空白空间移除交互式体渲染

V. Vidal, Xing Mei, Philippe Decaudin
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引用次数: 34

摘要

基于纹理的切片技术和光线投射等交互式体绘制方法近年来得到了很好的发展。渲染性能通常受到图形硬件的体积大小、填充率和纹理获取速度的限制。对于大多数3D数据集,体积的一小部分是空的,如果没有特定的优化,这将降低渲染性能。在本文中,我们提出了一种简单的基于kd树的空间分区方案,以便在预处理阶段有效地从卷数据集中去除空白空间。该方案的分割规则是基于一个简单而有效的代价函数,通过快速逼近非空区域的边界体积来评估。该方案剔除大量的空体素,并用少量轴对齐的边界框包围剩余的数据,然后用于交互式渲染。箱子的数量由停止标准控制。除了简单之外,我们的方案只需要很少的预处理时间,并显著提高了渲染性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simple Empty-Space Removal for Interactive Volume Rendering
Interactive volume rendering methods such as texture-based slicing techniques and ray casting have been well developed in recent years. The rendering performance is generally restricted by the volume size, the fill-rate, and the texture fetch speed of the graphics hardware. For most 3D data sets, a fraction of the volume is empty, which will reduce the rendering performance without specific optimization. In this paper, we present a simple kd-tree-based space partitioning scheme to efficiently remove the empty spaces from the volume data sets at the preprocessing stage. The splitting rule of the scheme is based on a simple yet effective cost function evaluated through a fast approximation of the bounding volume of the nonempty regions. The scheme culls a large number of empty voxels and encloses the remaining data with a small number of axis-aligned bounding boxes, which are then used for interactive rendering. The number of boxes is controlled by halting criteria. In addition to its simplicity, our scheme requires little preprocessing time and improves the rendering performance significantly.
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