点云渲染的软透明度

P. Seemann, Gianpaolo Palma, M. Dellepiane, Paolo Cignoni, M. Goesele
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引用次数: 1

摘要

我们提出了一种新的渲染框架,用于可视化具有复杂结构和/或不同数据质量的点数据。点云可以通过设置与区分数据集各部分的方面相关的每点标量场(即由局部正态变化给出的不确定性)来表征。我们的渲染方法使用标量场将点渲染为密度不均匀的固体片状或半透明球体来生成最终图像。为此,我们推导了一个基本模型,用于在均匀和非均匀设置的(相交)球体中积分密度,并引入了一个简单而快速的近似,该近似可以产生数百万点的交互渲染速度。由于我们的方法只依赖于基本的OpenGL栅格化管道,因此可以由用户实时调整渲染属性。该方法已经在几个具有不同特征的数据集上进行了测试,用户研究表明,与点飞溅技术和基本透明渲染相比,可以更清晰地理解场景。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Soft Transparency for Point Cloud Rendering
We propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect that differentiates the parts of the dataset (i.e. uncertainty given by local normal variation). Our rendering method uses the scalar field to render points as solid splats or semi-transparent spheres with non-uniform density to produce the final image. To that end, we derive a base model for integrating density in (intersecting) spheres for both the uniform and non-uniform setting and introduce a simple and fast approximation which yields interactive rendering speeds for millions of points. Because our method only relies on the basic OpenGL rasterization pipeline, rendering properties can be adjusted in real-time by user. The method has been tested on several datasets with different characteristics, and user studies show that a clearer understanding of the scene is possible in comparison with point splatting techniques and basic transparency rendering.
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