依赖于视图的四面体网格划分和渲染

Ralf Sondershaus, Wolfgang Straßer
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引用次数: 5

摘要

许多应用程序都需要对巨大的四面体网格进行交互式探索,但当前硬件的限制不允许以交互式帧速率渲染完整的数据集。在实时渲染环境中,多分辨率表示是使四面体网格复杂度适应当前观看参数的重要工具。我们提出了一个网格框架,该框架为大型四面体网格构建了紧凑的多分辨率表示。预处理步骤将网格简化为二进制顶点层次结构,用于在运行时调整网格以适应查看参数。利用网格连通性信息中的冗余,我们可以紧凑地存储顶点层次结构,这样顶点分裂或边折叠可以通过只知道增量更新来执行。我们将这种多分辨率表示集成到一个体渲染环境中,该环境支持直接体渲染以及一种新的基于点的渲染方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
View-dependent tetrahedral meshing and rendering
Interactive exploration of huge tetrahedral meshes is required by many applications but the limitations of the current hardware do not allow for the full dataset to be rendered at interactive frame rates. Multi resolution representations are an important tool to adapt the tetrahedral mesh complexity to the current viewing parameters in real time rendering environments.We present a meshing framework that builds a compact multi resolution representation for large tetrahedral meshes. A preprocessing step simplifies the mesh into a binary vertex hierarchy which is used at run time to adapt the mesh to viewing parameters. Exploiting the redundancy in the connectivity information of the mesh enables us to store the vertex hierarchy compactly such that a vertex split or edge collapse can be performed by knowing incremental updates only.We integrated this multiresolution representation into a volume rendering environment that supports direct volume rendering as well as a new point based rendering approach.
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