K. T. McDonnell, N. Neophytou, K. Mueller, Hong Qin
{"title":"细分卷飞溅","authors":"K. T. McDonnell, N. Neophytou, K. Mueller, Hong Qin","doi":"10.2312/VisSym/EuroVis07/139-146","DOIUrl":null,"url":null,"abstract":"Volumetric Subdivision (VS) is a powerful paradigm that enables volumetric sculpting and realistic volume deformations that give rise to the concept of \"virtual clay\". In VS, volumes are commonly represented as a space-filling set of deformed polyhedra, which can be further decomposed into a mesh of tetrahedra for rendering. Images can then be generated via tetrahedral projection or raycasting. A current shortcoming in VS-based operations is the need for a very high level of subdivision to represent fine detail in the mesh and to obtain a high-fidelity visualization. However, we have discovered that the subdivision process itself can be closely simulated with radial basis functions (RBFs), making it possible to replace the finer subdivision levels by a coarser aggregation of RBF kernels. This reduction to a simplified assembly of RBFs subsequently enables interactive rendering of volumetric subdivision shapes within a GPU-based volume splatting framework.","PeriodicalId":224719,"journal":{"name":"Eurographics Conference on Visualization","volume":"317 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Subdivision Volume Splatting\",\"authors\":\"K. T. McDonnell, N. Neophytou, K. Mueller, Hong Qin\",\"doi\":\"10.2312/VisSym/EuroVis07/139-146\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Volumetric Subdivision (VS) is a powerful paradigm that enables volumetric sculpting and realistic volume deformations that give rise to the concept of \\\"virtual clay\\\". In VS, volumes are commonly represented as a space-filling set of deformed polyhedra, which can be further decomposed into a mesh of tetrahedra for rendering. Images can then be generated via tetrahedral projection or raycasting. A current shortcoming in VS-based operations is the need for a very high level of subdivision to represent fine detail in the mesh and to obtain a high-fidelity visualization. However, we have discovered that the subdivision process itself can be closely simulated with radial basis functions (RBFs), making it possible to replace the finer subdivision levels by a coarser aggregation of RBF kernels. This reduction to a simplified assembly of RBFs subsequently enables interactive rendering of volumetric subdivision shapes within a GPU-based volume splatting framework.\",\"PeriodicalId\":224719,\"journal\":{\"name\":\"Eurographics Conference on Visualization\",\"volume\":\"317 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-05-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eurographics Conference on Visualization\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/VisSym/EuroVis07/139-146\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Conference on Visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/VisSym/EuroVis07/139-146","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Volumetric Subdivision (VS) is a powerful paradigm that enables volumetric sculpting and realistic volume deformations that give rise to the concept of "virtual clay". In VS, volumes are commonly represented as a space-filling set of deformed polyhedra, which can be further decomposed into a mesh of tetrahedra for rendering. Images can then be generated via tetrahedral projection or raycasting. A current shortcoming in VS-based operations is the need for a very high level of subdivision to represent fine detail in the mesh and to obtain a high-fidelity visualization. However, we have discovered that the subdivision process itself can be closely simulated with radial basis functions (RBFs), making it possible to replace the finer subdivision levels by a coarser aggregation of RBF kernels. This reduction to a simplified assembly of RBFs subsequently enables interactive rendering of volumetric subdivision shapes within a GPU-based volume splatting framework.