细分卷飞溅

K. T. McDonnell, N. Neophytou, K. Mueller, Hong Qin
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引用次数: 3

摘要

体积细分(VS)是一个强大的范例,它可以实现体积雕刻和现实的体积变形,从而产生“虚拟粘土”的概念。在VS中,体通常表示为变形多面体的空间填充集,可以进一步分解为四面体网格进行渲染。然后图像可以通过四面体投影或光线投射生成。当前基于虚拟现实的操作的一个缺点是需要非常高的细分水平来表示网格中的精细细节并获得高保真的可视化。然而,我们发现细分过程本身可以用径向基函数(RBF)紧密模拟,从而可以用RBF核的更粗聚集来代替更精细的细分级别。这种对rbf的简化组装随后使基于gpu的体积飞溅框架内的体积细分形状的交互式渲染成为可能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Subdivision Volume Splatting
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.
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