{"title":"基于体素地形的交互式立体渲染","authors":"M. Wan, N. Zhang, A. Kaufman, Huamin Qu","doi":"10.1109/VR.2000.840499","DOIUrl":null,"url":null,"abstract":"Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Interactive stereoscopic rendering of voxel-based terrain\",\"authors\":\"M. Wan, N. Zhang, A. Kaufman, Huamin Qu\",\"doi\":\"10.1109/VR.2000.840499\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.\",\"PeriodicalId\":375299,\"journal\":{\"name\":\"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)\",\"volume\":\"4 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2000-03-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2000.840499\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2000.840499","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Interactive stereoscopic rendering of voxel-based terrain
Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.