基于体素地形的交互式立体渲染

M. Wan, N. Zhang, A. Kaufman, Huamin Qu
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引用次数: 10

摘要

提出了一种基于体素的交互式立体地形绘制算法。它通过为一对具有水平视差的眼睛生成透视图像来提供地形场景的明确深度信息。左眼图像使用快速光线投射算法生成,该算法利用基于体素的地形场景中的特定光线相干方法加速。利用两视图之间的帧相干性获得右眼图像。大部分像素值是通过重投影直接从左侧图像获得的。剩余像素通过光线投射计算,通过光线相干进一步加速。采用a -缓冲器来减少由于重新投影到非整数像素位置而引起的图像误差。探索了基于图像的任务分区方案,以便在多处理器上有效地并行化我们的算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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