快速表面渲染从栅格数据通过体素遍历使用棋盘距离

M. Srámek
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引用次数: 48

摘要

层析成像和其他3D扫描仪日益增强的识别能力以及新的体素化算法对旨在交互性和再现质量的可视化技术提出了新的要求。其中,基于行进立方体算法的亚体素级三角剖分近年来得到了广泛的应用。然而,如果没有图形硬件支持,渲染许多小三角形可能会很尴尬。提出了一种基于分割体数据光线追踪的曲面绘制方法。我们证明,如果使用适当的插值方案和体素遍历算法,可以在可接受的时间内获得高质量的图像,而无需硬件支持
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fast surface rendering from raster data by voxel traversal using chessboard distance
The increasing distinguishing capability of tomographic and other 3D scanners as well as the new voxelization algorithms place new demands on visualization techniques aimed at interactivity and rendition quality. Among others, triangulation on a subvoxel level based on the marching cube algorithm has gained popularity in recent years. However without graphics hardware support, rendering many small triangles could be awkward. We present a surface rendering approach based on ray tracing of segmented volumetric data. We show that if a proper interpolation scheme and voxel traversal algorithm are used, high quality images can be obtained within an acceptable time and without hardware support.<>
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