视相关网格划分与四面体网格渲染

Ralf Sondershaus, W. Straßer
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引用次数: 0

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。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一个多分辨率层次结构,并能够使用基于投影四面体的直接体渲染器作为新的基于点的渲染器交互式地渲染这些网格。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。提出了一种利用当前网格的连通性信息和顶点层次结构进行顶点分割的新方法。
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 Meshing And Rendering of Tetrahedral Meshes
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. We present a meshing framework that builds a multi resolution hierarchy for large tetrahedral meshes and enables to render these meshes interactively using a direct volume renderer based on projected tetrahedra as wall as a new point-based renderer. A preprocessing step simplifies the mesh into a binary vertex hierarchy which is used at run time to adapt the mesh to viewing parameters. A new way of how to split a vertex is presented that exploits the connectivity information of the current mesh as well as the vertex hierarchy.
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