通过3D纹理的细节级体渲染

Manfred Weiler, R. Westermann, C. Hansen, Kurt Zimmerman, T. Ertl
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引用次数: 204

摘要

在本文中,我们提出了一种通过任意细节级别的3D纹理进行体渲染的自适应方法。该算法旨在实现大规模数据集的交互式探索,同时提供用户可调的分辨率水平。根据OpenGL实现施加的2次幂限制,纹理映射层次结构以最小化纹理内存的方式构建。此外,我们的分层细节级表示保证了不同分辨率级别之间的一致插值。特别要注意的是修复由未校正的不透明度在水平过渡中引入的渲染工件。通过根据期望的细节水平调整样本切片距离,可以显著减少纹理查找的次数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Level-of-Detail Volume Rendering via 3D Textures
In this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providing user-adjustable resolution levels. A texture map hierarchy is constructed in a way that minimizes the amount of texture memory with respect to the power-of-two restriction imposed by OpenGL implementations. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Special attention has been paid to the fixing of rendering artifacts that are introduced by non-corrected opacities at level transitions. By adapting the sample slice distance with regard to the desired level-of-detail, the number of texture lookups is reduced significantly.
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