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1.
We propose a novel conservative visibility culling technique based on the Prioritized-Layered Projection (PLP) algorithm. PLP is a time-critical rendering technique that computes, for a given viewpoint, a partially correct image by rendering only a subset of the geometric primitives, those that PLP determines to be most likely visible. Our new algorithm builds on PLP and provides an efficient way of finding the remaining visible primitives. We do this by adding a second phase to PLP which uses image-space techniques for determining the visibility status of the remaining geometry. Another contribution of our work is to show how to efficiently implement such image-space visibility queries using currently available OpenGL hardware and extensions. We report on the implementation of our techniques on several graphics architectures, analyze their complexity, and discuss a possible hardware extension that has the potential to further increase performance  相似文献   

2.
This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by pre‐sorting primitives in object‐space using three lists (one for each axis: X, Y and Z), and then combining the lists using graphics hardware by rendering each list to a texture and merging the textures in the end. We validate our algorithm by applying it to the splatting technique using several types of rendering, including point‐based rendering and volume rendering. We also detail our hardware implementation for volume rendering using point sprites.  相似文献   

3.
We identify a general paradigm for portal-based rendering and present an image-space algorithm for rendering complex portals. Our general paradigm is an abstraction of portal-based rendering that is independent of scene geometry. It provides a framework for flexible and dynamic scene composition by connecting cells with transformative portals. Our rendering algorithm maintains a visible volume in image-space and uses fragment culling to discard fragments outside of this volume. We discuss our implementation in OpenGL and present results that show it provides correct rendering of complex portals at interactive rates on current hardware. We believe that our work is useful in many applications that require a means of creating dynamic and meaningful visual connections between different sets of data.  相似文献   

4.
《Graphical Models》2000,62(4):263-282
Splatting is an object-order volume rendering algorithm that produces images of high quality, and for which several optimization techniques have been proposed. This paper presents new techniques that accelerate splatting algorithms by exploiting both object-space and image-space coherence. In particular, we propose two visibility test methods suitable for octree-based splatting. The first method, based on dynamic image-space range trees, offers an accurate occlusion test and does not trade off image quality. The second method, based on image-space quadtrees, uses an approximate occlusion test that is faster than the first algorithm. Although the approximate visibility test may produce visual artifacts in rendering, the introduced error is usually not found very often. Tests with several datasets of useful sizes and complexities showed considerable speedups with respect to the splatting algorithm enhanced with octree only. Considering that they are very easy to implement, and need little additional memory, our techniques will be used as very effective splatting methods.  相似文献   

5.
We present a flexible and highly efficient hardware‐assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our method is exclusively based on the rasterization of simple geometric primitives and takes full advantage of graphics hardware. Both vertex and geometry shaders are used to compute the tetrahedral projection, while the volume ray integral is evaluated in a fragment shader; hence, volume rendering is performed entirely on the GPU within a single pass through the pipeline. We apply a CUDA‐based visibility ordering achieving rendering and sorting performance of over 6 M Tet/s for unstructured datasets. Furthermore, as each tetrahedron is processed independently, we employ a data‐parallel solution which is neither bound by GPU memory size nor does it rely on auxiliary volume information. In addition, iso‐surfaces can be readily extracted during the rendering process, and time‐varying data are handled without extra burden.  相似文献   

6.
Projection methods for volume rendering unstructured data work by projecting, in visibility order, the polyhedral cells of the mesh onto the image plane, and incrementally compositing each cell's color and opacity into the final image. Normally, such methods require an algorithm to determine a visibility order of the cells. The meshed polyhedra visibility order (MPVO) algorithm can provide such an order for convex meshes by considering the implications of local ordering relations between cells sharing a common face. However, in nonconvex meshes, one must also consider ordering relations along viewing rays which cross empty space between cells. In order to include these relations, the algorithm described in this paper, the scanning exact meshed polyhedra visibility ordering (SXMPVO) algorithm, scan-converts the exterior faces of the mesh and saves the ray-face intersections in an A-buffer data structure which is then used for retrieving the extra ordering relations. The image which SXMPVO produces is the same as would be produced by ordering the cells exactly, even though SXMPVO does not compute an exact visibility ordering. This is because the image resolution used for computing the visibility ordering relations is the same as that which is used for the actual volume rendering and we choose our A-buffer rays at the same sample points that are used to establish a polygon's pixel coverage during hardware scan conversion. Thus, the algorithm is image-space correct. The SXMPVO algorithm has several desirable features; among them are speed, simplicity of implementation, and no extra (i.e., with respect to MPVO) preprocessing.  相似文献   

7.
Image-based techniques in a hybrid collision detector   总被引:2,自引:0,他引:2  
Most collision detection methods developed so far are based on geometrical object-space interference tests. While this remains the basic mode of investigation for geometric algorithms, the requirements for interactive rates and complex geometry predominate in commercial applications. In this article, we propose a new mode of collision detection based on an image-space approach. This approach breaks the object-space collision detection bottleneck by distributing the computational load onto the hardware graphics pipeline. The image-space approach, in conjunction with efficient bounding-box strategies in the object-space, has the potential to handle complex object interactions at interactive rates.  相似文献   

8.
Fast Cloth Animation on Walking Avatars   总被引:6,自引:0,他引:6  
This paper describes a fast technique for animating clothing on walking humans. It exploits a mass-spring cloth model but applies a new velocity directional modification approach to overcome its super-elasticity. The algorithm for cloth-body collision detection and response is based on image-space interference tests, unlike the existing ones that use object-space checks. The modern workstations' graphics hardware is used not only to compute the depth maps of the body but also to interpolate the body normal vectors and velocities of each vertex. As a result the approach is very fast and makes it possible to produce animation at a rate of three to four frames per second.  相似文献   

9.
We present an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coherences. In contrast to the traditional approaches of precomputing a fixed number of level-of-detail representations for a given object, our approach involves statically generating a continuous level-of-detail representation for the object. This representation is then used at run time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications, where there are a limited number of highly complex objects that stay relatively close to the viewer. Our approach is applicable for scalar (such as distance from the viewer) as well as vector (such as normal direction) attributes  相似文献   

10.
This paper describes a volume rendering system for unstructured data, especially finite element data, that creates images with very high accuracy. The system will currently handle meshes whose cells are either linear or quadratic tetrahedra. Compromises or approximations are not introduced for the sake of efficiency. Whenever possible, exact mathematical solutions for the radiance integrals involved and for interpolation are used. The system will also handle meshes with mixed cell types: tetrahedra, bricks, prisms, wedges, and pyramids, but not with high accuracy. Accurate semi-transparent shaded isosurfaces may be embedded in the volume rendering. For very small cells, subpixel accumulation by splatting is used to avoid sampling error. A revision to an existing accurate visibility ordering algorithm is described, which includes a correction and a method for dramatically increasing its efficiency. Finally, hardware assisted projection and compositing are extended from tetrahedra to arbitrary convex polyhedra  相似文献   

11.
基于纹理的高质量的曲面流场可视化   总被引:1,自引:0,他引:1  
提出一种流线增强的纹理算法,可实时生成高质量的纹理表征曲面矢量场.通过对卷积纹理在垂直矢量方向上进行一维高通滤波,增加流线间的强度对比,提高了图像质量,使得曲面矢量场易于观察.该算法基于图像空间,并且具有很好的时间空间相关性,利用当前图形卡的可编程性和并行运算能力,可以在微机上达到实时绘制的性能.  相似文献   

12.
This paper presents a fast, high‐quality, GPU‐based isosurface rendering pipeline for implicit surfaces defined by a regular volumetric grid. GPUs are designed primarily for use with polygonal primitives, rather than volume primitives, but here we directly treat each volume cell as a single rendering primitive by designing a vertex program and fragment program on a commodity GPU. Compared with previous raycasting methods, ours has a more effective memory footprint (cache locality) and better coherence between multiple parallel SIMD processors. Furthermore, we extend and speed up our approach by introducing a new view‐dependent sorting algorithm to take advantage of the early‐z‐culling feature of the GPU to gain significant performance speed‐up. As another advantage, this sorting algorithm makes multiple transparent isosurfaces rendering available almost for free. Finally, we demonstrate the effectiveness and quality of our techniques in several real‐time rendering scenarios and include analysis and comparisons with previous work.  相似文献   

13.
We present a methodfor simplifying the meshes produced as solutions to global illumination problems, reducing geometric complexity while retaining the perceived imagefidelity. The method has been applied to produce meshes of linearly, quadratically and cubically colour-interpolated triangles. The goal of our work is to permit interactive rendering of more complex global illumination solutions through the application of simplification algorithms as well as the use of more powerful rendering primitives.  相似文献   

14.
Important engineering applications use unstructured hexahedral meshes for numerical simulations. Hexahedral cells, when compared to tetrahedral ones, tend to be more numerically stable and to require less mesh refinement. However, volume visualization of unstructured hexahedral meshes is challenging due to the trilinear variation of scalar fields inside the cells. The conventional solution consists in subdividing each hexahedral cell into five or six tetrahedra, approximating a trilinear variation by a nonadaptive piecewise linear function. This results in inaccurate images and increases the memory consumption. In this paper, we present an accurate ray-casting volume rendering algorithm for unstructured hexahedral meshes. In order to capture the trilinear variation along the ray, we propose the use of quadrature integration. A set of computational experiments demonstrates that our proposal produces accurate results, with reduced memory footprint. The entire algorithm is implemented on graphics cards, ensuring competitive performance. We also propose a faster approach that, as the tetrahedron subdivision scheme, also approximates the trilinear variation by a piecewise linear function, but in an adaptive and more accurate way, considering the points of minimum and maximum of the scalar function along the ray.  相似文献   

15.
Confetti: object-space point blending and splatting   总被引:3,自引:0,他引:3  
We present Confetti, a novel point-based rendering approach based on object-space point interpolation of densely sampled surfaces. We introduce the concept of a transformation-invariant covariance matrix of a set of points which can efficiently be used to determine splat sizes in a multiresolution point hierarchy. We also analyze continuous point interpolation in object-space and we define a new class of parameterized blending kernels as well as a normalization procedure to achieve smooth blending. Furthermore, we present a hardware accelerated rendering algorithm based on texture mapping and /spl alpha/-blending as well as programmable vertex and pixel-shaders.  相似文献   

16.
Direct volume visualization is an important method in many areas, including computational fluid dynamics and medicine. Achieving interactive rates for direct volume rendering of large unstructured volumetric grids is a challenging problem, but parallelizing direct volume rendering algorithms can help achieve this goal. Using Compute Unified Device Architecture (CUDA), we propose a GPU-based volume rendering algorithm that itself is based on a cell projection-based ray-casting algorithm designed for CPU implementations. We also propose a multicore parallelized version of the cell-projection algorithm using OpenMP. In both algorithms, we favor image quality over rendering speed. Our algorithm has a low memory footprint, allowing us to render large datasets. Our algorithm supports progressive rendering. We compared the GPU implementation with the serial and multicore implementations. We observed significant speed-ups that, together with progressive rendering, enables reaching interactive rates for large datasets.  相似文献   

17.
为了提高图形渲染程序的性能,根据统一脚本核心硬件的特征,提出一种在材质空间进行二次排序的场景组织算法.首先在硬件抽象层扩展了材质的定义;然后根据扩展的材质定义重新组织场景中的对象,再在材质空间中对物体进行二次排序;最后把排序好的对象发送给图形渲染线进行渲染输出.该算法在不改变图像渲染质量的前提下,可以极大地加快图像的渲染速度.实验结果表明,文中算法可较大地提高图形渲染程序的性能.  相似文献   

18.
We propose a novel out‐of‐core simplification and level‐of‐detail (LOD) volume rendering algorithm for large irregular grids represented as tetrahedral meshes. One important feature of our algorithm is that it creates a space decomposition as required by I/O‐efficient simplification and volume rendering, and simplifies both the internal and boundary portions of the sub‐volumes progressively by edge collapses using the (extended) quadric error metric, while ensuring any selected LOD mesh to be crack‐free (i.e., any neighboring sub‐volumes in the LOD have consistent boundaries, and all the cells in the LOD do not have negative volumes), with all computations performed I/O‐ejficiently. This has been an elusive goal for out‐of‐core progressive meshes and LOD visualization, and our novel solution achieves this goal with a theoretical guarantee to be crack‐free for tetrahedral meshes. As for selecting a desirable LOD mesh for volume rendering, our technique supports selective refinement LODs (where different places can have different error bounds), in addition to the basic uniform LODs (where the error bound is the same in all places). The proposed scalar‐value range and view‐dependent selection queries for selective refinement are especially effective in producing images of the highest quality with a much faster rendering speed. The experiments demonstrate the efficacy of our new technique.  相似文献   

19.
Decimation describes the process of removing entities (such as polygons) from a geometric representation. The goal is to intelligently reduce the number of primitives required to accurately model the problem of interest. The work described in the article was originally motivated by the need for efficient and robust decimation of volume tessellations, that is, unstructured tetrahedrizations. Existing surface-based decimation schemes do not generalize to volumes. The technique allows local, dynamic vertex removal from an unstructured tetrahedrization while preserving the initial tessellation topology and boundary geometry. The research focuses on vertex removal methodology, not on the formulation of decimation criteria. In practice, criteria for removing vertices are application specific. The basis of the algorithm is a unique and general method to classify a triangle with respect to a nonconvex polygon. The resulting decimation algorithm (applicable to both surface and volume tessellations) is robust and efficient because it avoids floating-point classification computations  相似文献   

20.
GPU在复杂场景的阴影绘制中的应用   总被引:4,自引:0,他引:4       下载免费PDF全文
通过有效利用图形硬件的图形处理单元(GPU)的运算能力和可编程性,将人量计算从CPU分离出来。在GPU上采用顶点和片元程序进行阴影计算,从而加速复杂场景阴影绘制。选择图像空间阴影算法进行GPU加速绘制。用Cg图形编程语言和OpenGL实现了算法的绘制过程,能够满足通用的复杂3D场景应用的需要,达到满意的实时绘制效果。  相似文献   

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