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1.
结合可见性处理的顺序点模型树   总被引:3,自引:1,他引:2  
将点模型的树节点按照各自的误差进行顺序排列,就形成了顺序点模型树,这样,就能方便地利用GPU(图形处理器)来高速绘制点模型,但这种方法缺乏对可见性的高效处理,不便于处理大型复杂的模型,因为这些模型中各个部分之间的遮挡关系复杂,且每次成像所需的树节点的误差跨度大,导致了大量不可见的树节点也要绘制,为此,文章提出一种结合可见性处理的顺序点模型树,即在根据误差顺序排列树节点时,融入一些可见性信息,这样,绘制时,不仅能保留顺序点模型树高效利用GPU的优点,还能避免处理大量的不可见但满足误差要求的树节点,实验表明,相比于顺序点模型树,新方法的绘制速度更快,加速率至少在20%,特别是在处理大规模复杂模型时的加速率更高,能达67%以上。  相似文献   

2.
大规模点模型的实时高质量绘制   总被引:8,自引:1,他引:7  
张龙  董朝  陈为  彭群生 《计算机学报》2005,28(2):241-249
提出了一个针对大规模点模型的实时高质量绘制算法.该算法采用距离相关的自适应绘制策略,在不损失绘制质量的前提下简化了计算.在预处理阶段,对点模型进行剖分,为每一分片分别建立层次结构,并序列化为线性二叉树保存.绘制时,首先根据每片的包围盒和法向等信息进行快速视域裁剪与背面剔除.对于可见的分片,依据它与视点的距离和视线方向,选择恰当的细节层次,直接取出线性二叉树中对应的点几何数据,自适应地选择最合适的绘制模式对其进行绘制.为了减少存储空间的消耗,该文提出了一种面向保留模式图形硬件加速的点模型压缩和解压缩算法,压缩比例达到8:1.作者在可编程图形硬件中实现了该文算法,在普通微机上实现了百万数量级点模型的实时高质量绘制。  相似文献   

3.
高精度高速度曲面建模的3维地表模拟和漫游算法   总被引:1,自引:1,他引:0       下载免费PDF全文
三维真实感地形场景是生态系统模拟、虚拟地理环境和三维GIS不可或缺的要素,而高精度高速度曲面建模方法可以动态实时构建高精度曲面模型。论文引入高精度高速度曲面建模方法,提出了一种可以动态生成地表模型并实时绘制和漫游三维真实感地表的方法。该方法实时动态建立高精度DEM,结合改进的视点依赖多分辨率绘制方法,随视点改变动态重建并绘制当前DEM。首先建立当前可见场景的DEM,然后通过依赖于视点的简化等处理建立层次细节模型,进行实时场景绘制和漫游,随视点改变,在当前场景基础上动态加点和减点更新DEM及层次细节模型,生成当前可见场景,以次循环。实例测试表明,算法可产生真实感较强的场景,实时漫游效率较高,模拟精确。  相似文献   

4.
Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking‐based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio‐temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re‐evaluated according to a confidence value that is determined by a newly introduced formalized perception‐based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post‐processing passes.  相似文献   

5.
Research in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest impact on the output. The generation of these structures is slow and time consuming, however, and therefore ill-suited for tasks such as quickly looking at scan data stored in widely used unstructured file formats, or to immediately display the results of point-cloud processing tasks. We propose a progressive method that is capable of rendering any point cloud that fits in GPU memory in real time, without the need to generate hierarchical acceleration structures in advance. Our method supports data sets with a large amount of attributes per point, achieves a load performance of up to 100 million points per second, displays already loaded data in real time while remaining data is still being loaded, and is capable of rendering up to one billion points using an on-the-fly generated shuffled vertex buffer as its data structure, instead of slow-to-generate hierarchical structures. Shuffling is done during loading in order to allow efficiently filling holes with random subsets, which leads to a higher quality convergence behavior.  相似文献   

6.
基于可见性选择体元的投影成像体绘制方法   总被引:1,自引:0,他引:1  
王文成  魏莉萍  吴恩华 《软件学报》2001,12(11):1699-1703
基于可见性避免了对不可见体元的合成操作,是提高体绘制速度的有效方法.为此提出了一种方法,根据体元基于体元面的相邻性及累积非透明度没有饱和的像素来挑选体元进行处理.这使得投影成像方法能有效地避免处理不可见体元.该方法不仅适用于平行投影和透视投影的成像运算,而且能处理各种规则场和非规则场.  相似文献   

7.
The increasing popularity of points as rendering primitives has led to a variety of different rendering algorithms, and the different implementations compare like apples to oranges. In this paper, we revisit and compare a number of recently developed point-based rendering implementations within a common testbed. Also we briefly summarize a few proposed hierarchical multiresolution point data structures and discuss their advantages. Based on a common view-dependent level-of-detail (LOD) rendering framework, we then examine different hardware accelerated point rendering algorithms. Experimental results are given with respect to performance timing and rendering quality for the different approaches. Additionally, we also compare the point-based rendering techniques to a basic triangle mesh approach.  相似文献   

8.
In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.  相似文献   

9.
《Graphical Models》2014,76(3):116-127
Motion blur effects are important to motion perception in visual arts, interactive games and animation applications. Usually, such motion blur rendering is quite time consuming, thus blocking the online/interactive use of the effects. Motivated by the human perception in relation to moving objects, this paper presents simplified geometric models that enable to speedup motion blur rendering, which has not been tracked in motion blur rendering specifically. We develop a novel algorithm to simplify models with motion-aware, to preserve the features whose characteristics are perceivable in motion. We deduce the formula to outline the level of detail simplification by the object moving velocity. Using our simplified models, methods for motion blur rendering can achieve the rendering quality as using the original models, and obtain the processing acceleration mostly. The experimental results have shown the effectiveness of our approach, more acceleration with the larger models or faster motion (e.g. for the dragon model with over a million facets, the motion-blur rendering via hierarchical stochastic rasterization is sped up by over 27 times).  相似文献   

10.
复杂场景中动态简化层次的构造   总被引:8,自引:0,他引:8       下载免费PDF全文
多细节层次描述(简称LoD)是实时绘制复杂几何场景的一种有效工具。基于层次结构的动态简化方法能够根据视点的变化,实时连续地转换场景细节模型。本文提出了一种改进的动态网格简化框架,它利用顶点映射机制支持不同细节层次之间的快速连续转换,同时还给出了建立和维护复杂场景动态简化层次结构的方法。  相似文献   

11.
基于光线投射算法的混合场景可视化   总被引:3,自引:0,他引:3       下载免费PDF全文
体绘制技术常用于3维体数据场的可视化,其虽然可以生成高质量的投影图像,但通常不能绘制由体数据与点、线、面图形组成的混合场景。在现有的混合场景可视化方法中,有些只能绘制由体数据与面图形组成的复杂混合场景,而不能处理存在点和线的混合场景;有的则成像速度慢、成像质量差。为了能够正确地绘制复杂混合场景,采用SIMD和软件加速等技术,提出了一种速度快、成像质量高的基于光线投射算法的混合场景可视化方法,并分析了该算法所具有的3种绘制次序,以便满足不同应用的要求。该算法既可用于不同场景的绘制,又可用于平行和透视投影中。实验结果表明,该算法能够正确地绘制体数据与点、线、面图形组成的混合场景,且成像速度快,图像质量高。  相似文献   

12.
参与介质在现实世界中广泛存在,光线在参与介质中的传播过程比在表面上的传播过程更加复杂,比如在高度散射参与介质中会发生成千上万次反射、在低散射参与介质中由于表面聚集出现体焦散效果,从而使得光线的模拟过程非常耗时。目前常用的方法包括点、光束和路径统一模型法(unifying points,beams and paths,UPBP)以及流型探索梅特罗波利斯光线传递方法(manifold exploration Metropolis light transport,MEMLT)等,这些方法在一定程度上改进了原有方法,但是在一些特殊情况下仍然需要很长时间才能收敛。本文介绍几种针对均匀参与介质的高效渲染方法。1)基于点的参与介质渲染方法,主要通过在参与介质内分布一些点来分别加速单次、二次和多次散射的计算,在GPU (graphics processing unit)实现的基础上,最终达到可交互的效率,并且支持对任意的均匀参与介质的编辑。2)基于多次反射的预计算模型,预计算出无限参与介质中的多次散射分布,通过分析光照分布的对称性,将该分布的维度从4维减低为3维,并且将该分布应用到多种蒙特卡洛渲染方法中,比如MEMLT、UPBP等,从而提高效率。3)参与介质中的路径指导方法,通过学习光线在参与介质中的分布,该分布用SD-tree (spatial-directional tree)来表示,与相位函数进行重采样来产生出射方向。以上3种方法分别从不同角度加快了参与介质的渲染效率。  相似文献   

13.
In this paper we present an out-of-core editing system for point clouds, which allows selecting and modifying arbitrary parts of a huge point cloud interactively. We can use the selections to segment the point cloud, to delete points, or to render a preview of the model without the points in the selections. Furthermore, we allow for inserting points into an already existing point cloud. All operations are conducted on a rendering optimized data structure that uses the raw point cloud from a laser scanner, and no additionally created points are needed for an efficient level-of-detail (LOD) representation using this data structure. We also propose an algorithm to alleviate the artifacts when rendering a point cloud with large discrepancies in density in different areas by estimating point sizes heuristically. These estimated point sizes can be used to mimic a closed surface on the raw point cloud, also when the point cloud is composed of several raw laser scans.  相似文献   

14.
体视化是地学信息三维可视化研究的前沿技术之一,体绘制算法的效率直接关系到体视化的效果。本文在研究已有光线投射体绘制改进算法的基础上,提出利用线性八叉树数据结构对光线投射体绘制算法进行改进研究,不仅实现了体数据的压缩。而且能对压缩体数据进行直接体视化。在PC机上的实验表明,该方法具有时间复杂度与数据复杂度基本无关的特点.加速效果明显。最后,文章指出了该方法的适用范围。  相似文献   

15.
We present a new algorithm here for efficient incremental rendering of volumetric datasets. The primary goal of this algorithm is to give average workstations the ability to efficiently render volume data received over relatively low bandwidth network links in such a way that rapid user feedback is maintained. Common limitations of workstation rendering of volume data include: large memory overheads, the requirement of expensive rendering hardware, and high speed processing ability. The rendering algorithm presented here overcomes these problems by making use of the efficient Shear-Warp Factorisation method which does not require specialised graphics hardware. However the original Shear-Warp algorithm suffers from a high memory overhead and does not provide for incremental rendering which is required should rapid user feedback be maintained. Our algorithm represents the volumetric data using a hierarchical data structure which provides for the incremental classification and rendering of volume data. This exploits the multiscale nature of the octree data structure. The algorithm reduces the memory footprint of the original Shear-Warp Factorisation algorithm by a factor of more than two, while maintaining good rendering performance. These factors make our octree algorithm more suitable for implementation on average desktop workstations for the purposes of interactive exploration of volume models over a network. Results from tests using typical volume datasets will be presented which demonstrate the ability of the algorithm to achieve high rendering rates for both incremental rendering and standard rendering while reducing the runtime memory requirements.  相似文献   

16.
同心拼图中深度的计算   总被引:3,自引:0,他引:3  
提出一种新的基于图像绘制的方法:多同心拼图法。该方法将摄像机限制在同一平面绕不同中心的同心圆上旋转,产生多个同心拼图。新的图像由已获得的图像插值产生。多同心拼图法是对Shum提出的单同心拼图法的一种有效改进,其主要特点是能消除单同心拼图法中存在的深度畸变现象。多同心拼图法不需要三维重建过程,具有实现方便、计算简单、能实时产生具有真实感的场景图的优点,在虚拟现实和动画生成方面具有比较重要的应用价值。  相似文献   

17.
在基于点的图形绘制技术中,需要记录大量的场景采样点,如何有效地组织这些数据是实现快速高效绘制的关键问题之一。论文研究了适于点绘制的有效数据组织——层次多分辨率建模,分析了三种常用的模型结构及其构建算法,讨论了模型结构中的层次细节选择方案,提出了一种层次细节的顺序选择方法,实验证明这些方法是有效的。  相似文献   

18.
目的 基于普通个人计算机快速渲染大规模计算机辅助设计(CAD)模型仍然是个挑战。针对由少量基本对象按一定规律排布而成的大规模CAD模型——重复结构CAD模型,提出一种快速渲染方法,能够在个人计算机上的快速渲染大规模重复结构CAD模型。方法 该方法首先利用重复结构CAD模型的层次结构特征,结合现代GPU的Render-To-Texture的功能进行快速视锥裁剪,节约视锥裁剪时间;然后利用重复结构CAD模型中对象按规律布置的特点,仅对少量基本对象进行面片化,其他对象的面片模型在渲染时根据对象排布规律由基本对象的面片模型实时变换生成,解决大规模CAD模型内存需求过多的问题。结果 基于超级蒙卡核模拟软件系统SuperMC,使用典型重复结构模型——HM(hoogenboom-martin)、ADS(accelerator driven sub-critical system)、DCA(deuterium critical assembly)全堆芯CAD模型进行测试,HM、ADS、DCA模型分别由1 114 384,113 952和20 808个实体组成。测试结果表明,裁剪算法能大幅减少待渲染对象数量,渲染速度明显提高,且模型规模越大,本文方法优势越明显,在远视角的情况下提升效果最为突出,能提升3倍左右;结论 针对任意大规模CAD模型的快速渲染仍然是一个挑战,但本文针对重复结构CAD模型的特点,针对性地提出一套专用渲染策略,在个人计算机上实现大规模重复结构CAD模型的快速渲染。使用多个典型重复结构模型——反应堆全堆芯模型进行测试,测试结果表明了本文方法的有效性。  相似文献   

19.
具有剪切的矢量压缩立体绘制算法   总被引:2,自引:1,他引:1  
利用矢量压缩的方法进行立体绘制,一个不足是根据码本生成的Pixmap图无法应用于立体投影中的每一点,为了克服这些缺点,提出了具有Shear Warp的矢量化算法,它充分发挥了矢量量化的压缩比,以及不需要解压即可直接进行体绘制的优点,有效地利用了具有Shear Warp的体绘制方法的快速和适合立体投影的优点,克服了基于矢量量化的绘制方法的不足,几乎能够达到实时的交互绘制,是一种基于网络的绘制模式。  相似文献   

20.
Plants are important objects in virtual environments. High complexity of shape structure is found in plant communities. Level of detail (LOD) of plant geometric models becomes important for interactive forest rendering. We emphasize three major problems in current research: the time consumption in LOD model construction and extraction, the balance between visual effect and data compression, and the time consumption in the communication between Central Processing Unit (CPU) and Graphics Processing Unit (GPU). We present a new foliage simplification framework for LOD model and forest rendering. By an uneven subdivision of the tree crown volume, the cost for LOD model construction is drastically reduced. With a GPU‐oriented design of LOD storage structure for foliage, the costly hierarchical traversal of a binary tree is replaced by a sequential lookup of an array. The structure also decreases the communication between the CPU and the GPU in rendering. In addition, Leaf density is introduced to adapt compression to the local distribution of leaves, so that more visually relevant details are kept. According to foliage nature (broad leaves or needles), higher compression are finally reached using mixed polygon/line models. This framework is implemented on virtual scenes of simulated trees with high detail. Copyright © 2009 John Wiley & Sons, Ltd.  相似文献   

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