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1.
In this paper we present a fast visualization technique for volumetric data, which is based on a recent non-photorealistic rendering technique. Our new approach enables alternative insights into 3D data sets (compared to traditional approaches such as direct volume rendering or iso-surface rendering). Object contours, which usually are characterized by locally high gradient values, are visualized regardless of their density values. Cumbersome tuning of transfer functions, as usually needed for setting up DVR views is avoided. Instead, a small number of parameters is available to adjust the non-photorealistic display. Based on the magnitude of local gradient information as well as on the angle between viewing direction and gradient vector, data values are mapped to visual properties (color, opacity), which then are combined to form the rendered image (MIP is proposed as the default compositing stragtegy here). Due to the fast implementation of this alternative rendering approach, it is possible to interactively investigate the 3D data, and quickly learn about internal structures. Several further extensions of our new approach, such as level lines are also presented in this paper.  相似文献   

2.
基于空间跳跃的三维纹理硬件体绘制算法   总被引:13,自引:0,他引:13  
童欣  唐泽圣 《计算机学报》1998,21(9):807-812
本文提出了一种用于加速三维纹理硬件体绘制的空间跳跃算法。  相似文献   

3.
This paper describes an immersive system,called 3DIVE,for interactive volume data visualization and exploration inside the CAVE virtual environment.Combining interactive volume rendering and virtual reality provides a netural immersive environment for volumetric data visualization.More advanced data exploration operations,such as object level data manipulation,simulation and analysis ,are supported in 3DIVE by several new techniques,In particular,volume primitives and texture regions ae used for the rendering,manipulation,and collision detection of volumetric objects;and the region-based rendering pipeline is integrated with 3D image filters to provide an image-based mechanism for interactive transfer function design.The system has been recently released as public domain software for CAVE/ImmersaDesk users,and is currently being actively used by various scientific and biomedical visualization projects.  相似文献   

4.
Hardware Assisted Fast Volume Rendering with Boundary Enhancement   总被引:1,自引:0,他引:1       下载免费PDF全文
In this paper,a new volume rendering method with boundary enhancement is presented.The boundary is extracted and represented by surfaces explicitly,Then,using 3D texture mapping and graphics acceleation hardware,the volume data can be rendered with controllable boundary shading effect almost in real time.Test shows that this method is 4-5 times faster than the previous methods.Moreover,it can also be extended to render the surfaces and the volumetric data together interactively.  相似文献   

5.
Computer-Generated Graphite Pencil Rendering of 3D Polygonal Models   总被引:12,自引:0,他引:12  
Researchers in non-photorealistic rendering have investigated the display of three-dimensional worlds using various display models. In particular, recent work has focused on the modeling of traditional artistic media and styles such as pen-and-ink illustration and watercolor painting. By providing 3D rendering systems that use these alternative display models users can generate traditional illustration renderings of their three-dimensional worlds. In this paper we present our graphite pencil 3D renderer. We have broken the problem of simulating pencil drawing down into four fundamental parts: (1) simulating the drawing materials (graphite pencil and drawing paper, blenders and kneaded eraser), (2) modeling the drawing primitives (individual pencil strokes and mark-making to create tones and textures), (3) simulating the basic rendering techniques used by artists and illustrators familiar with pencil rendering, and (4) modeling the control of the drawing composition. Each part builds upon the others and is essential to developing the framework for higher-level rendering methods and tools. In this paper we present parts 2, 3, and 4 of our research. We present non-photorealistic graphite pencil rendering methods for outlining and shading. We also present the control of drawing steps from preparatory sketches to finished rendering results. We demonstrate the capabilities of our approach with a variety of images generated from 3D models.  相似文献   

6.
一个新的基于3D纹理映射及Shear-warp变换的快速体绘制方法   总被引:1,自引:0,他引:1  
介绍了一个新的基于纹理映射及Shear-warp变换的快速体绘制方法。所提出的方法吸收了纹理映射方法的长处,通过纹理硬件的加速,并在纹理装载时提出了可适应性的纹理分割方法,使该算法不受纹理内存的限制。在进行纹理映射时,通过剪切(Shear)变换和三维图象的分割,加快给制速度。与多种经典的快速体绘制方法进行测试比较,该方法达到了交互的效果和更高的绘制速度。  相似文献   

7.
Two-level volume rendering   总被引:7,自引:0,他引:7  
Presents a two-level approach for volume rendering, which allows for selectively using different rendering techniques for different subsets of a 3D data set. Different structures within the data set are rendered locally on an object-by-object basis by either direct volume rendering (DVR), maximum-intensity projection (MIP), surface rendering, value integration (X-ray-like images) or non-photorealistic rendering (NPR). All the results of subsequent object renderings are combined globally in a merging step (usually compositing in our case). This allows us to selectively choose the most suitable technique for depicting each object within the data while keeping the amount of information contained in the image at a reasonable level. This is especially useful when inner structures should be visualized together with semi-transparent outer parts, similar to the focus+context approach known from information visualization. We also present an implementation of our approach which allows us to explore volumetric data using two-level rendering at interactive frame rates  相似文献   

8.
直接体绘制能够清楚的显示三维数据场的内部信息,是科学可视化中非常重要的一类方法。其中,基于二维纹理映射的三维数据直接体绘制方法具有绘制速度快、可交互性强的优点。其基本思路是将三维数据体在时间或深度方向形成一组水平纹理切片,通过这些切片的纹理贴图,实现三维数据体的体绘制,在交互性和资源消耗之间取得了较好的平衡。本文针对基于二维纹理映射的直接体绘制方法中在透明与不透明边界产生阶梯状条纹的伪边界问题,提出了一种基于体平滑的算法。该算法通过在透明数据与不透明数据的边界进行体平滑,使采样过程中缺失的数据表现到抽样的切片上,从而在最终图像生成阶段淡化甚至消除阶梯状条纹伪边界。实验结果表明,相对于传统二维纹理映射方法,本算法实现体绘制效果平滑,提高了绘制效果。  相似文献   

9.
本文描述了一种利用基于Open GL三维纹理实现的直接体绘制方式显示流体模拟结果的方法。以JosStam的二维流体模拟模型为基础,扩展出三维流体模拟的模型;然后通过将密度场映射到三维纹理空间,实现实时的显示;并通过引入全局光照模型,得到真实感的渲染效果。最后通过与粒子系统进行对比,分析了本方法的显示效果优势。  相似文献   

10.
We introduce MesoGAN, a model for generative 3D neural textures. This new graphics primitive represents mesoscale appearance by combining the strengths of generative adversarial networks (StyleGAN) and volumetric neural field rendering. The primitive can be applied to surfaces as a neural reflectance shell; a thin volumetric layer above the surface with appearance parameters defined by a neural network. To construct the neural shell, we first generate a 2D feature texture using StyleGAN with carefully randomized Fourier features to support arbitrarily sized textures without repeating artefacts. We augment the 2D feature texture with a learned height feature, which aids the neural field renderer in producing volumetric parameters from the 2D texture. To facilitate filtering, and to enable end-to-end training within memory constraints of current hardware, we utilize a hierarchical texturing approach and train our model on multi-scale synthetic datasets of 3D mesoscale structures. We propose one possible approach for conditioning MesoGAN on artistic parameters (e.g. fibre length, density of strands, lighting direction) and demonstrate and discuss integration into physically based renderers.  相似文献   

11.
提出一种基于纹理的增强型3D矢量场可视化算法,可显著地改善传统纹理法的绘制质量.首先通过对3D纹理的线性卷积运算生成具有空间相关性的卷积纹理;然后对卷积纹理进行高通滤波,以增加流面内流线之间强度的对比;最后通过体绘制方式展示3D卷积纹理.借助权重区域,该算法可以显示用户感兴趣区域或特征区域,避免卷积数据过多引起的紊乱及相互遮挡.  相似文献   

12.
一种流体艺术风格的自适应LIC绘制方法   总被引:2,自引:0,他引:2  
把LIC算法应用到非真实感绘制中,提出一种自适应流体艺术图的LIC绘制方法.对源图像亮度分量计算切矢量场,然后对其进行增强、平滑处理获得结构矢量场;通过随机扰动源图像获得纹理参考图像;根据结构矢量场和纹理参考图像的局部特征产生可变的LIC积分步长和步数,自适应地处理纹理参考图像;最后对绘制效果进行颜色渲染,生成具有丰富颜色特征的流体艺术图.实验表明,该方法能够较好地模拟诸如梵高画的流体艺术风格,呈现生动、灵活的波动感.  相似文献   

13.
体绘制的任意曲面切割方法   总被引:1,自引:0,他引:1  
为了在体绘制的过程中,响应用户的实时交互以及对体数据进行切割。论文提出了一种预计算外部轮廓,基于ConstructiveSolidGeometry(CSG)的方法来进行切割的方法。预先计算的外部轮廓在整个体绘制过程中完成界定体元绘制的边界和进行切割交互的功能,因此提高了体元绘制和切割的效率。引入外部轮廓几何体之后,采用基于CSG的方法来进行交互式切割,保证了原有外部轮廓和切割体各自内部的拓扑关系。最后,通过对纹理坐标的实时计算,实现3D纹理的映射。论文借助于现有可编程图形流水线的功能实现该方法,完成了高效率的实时交互和绘制。  相似文献   

14.
应用于传递函数设定的交互式体绘制工具   总被引:9,自引:0,他引:9  
黄汉青  唐泽圣 《计算机学报》2005,28(6):1062-1067
传递函数是体绘制过程中用以定出体数据与光学特征的对应关系,因此,传递函数的设定对成像质量有着直接的影响,文章提出一应用于传递函数设定、简单且有效的交互式体绘制工具,由于二维纹理硬件在通用的个人计算机上被普遍使用,因而该工具采用基于二维纹理硬件的体绘制方法,利用本工具,用户能根据体数据的直方图来交互地分别设定R、G、B和A四种传递函数,以定出体数据与光学特征的对应关系,并获得实时的反馈视觉信息(绘制结果),该工具亦提供一虚拟轨迹球让用户交互地改变观察体数据的视点,用户不但可以交互地控制放大或缩小比率来绘制体数据,还可以选择采用光照或由多重纹理实现的三线性插值来获得不同的绘制效果,该文描述开发此工具的各种技术,并给出利用此工具得到的一些绘制结果。  相似文献   

15.
三维空间体数据的可视化既需要同时展示数据多个属性的特征,又需要结合数据周边复杂地理地貌的特征。体绘制是当前最有效的三维数据可视化方法之一,但现有的体绘制方法尚没有考虑到数据场周围复杂的地理地貌特征。本文提出了一种基于 Google Earth (简称 GE) 地理信息的空间数据体绘制可视化方法,其基本思想是首先由三维纹理算法出发,对数据做沿高度法向的切片,多层渲染后组合为最终的体绘制效果,然后将渲染结果转换为 GE 支持的 KML 数据格式,充分利用 GE 中的复杂地形和三维建筑群模型信息,最后加入体感控制和 WEB 呈现功能。这为三维空间数据的可视化提供了一种全新的思路,取得了更好的可视化效果。最后利用数值模拟的大气雾霾数据论证了技术的可行性。  相似文献   

16.
利用图形硬件的纹理映射和可编程GPU功能,高效实现基于焦点区域的体绘制.使用模板缓存检测机制把体数据标记为3个不同的区域,然后对标记区域使用基于纹理映射的方法分别绘制;同时使用基于GPU方法实现了周围区域的体轮廓绘制以及体绘制中多个转换函数的指定过程.文中方法使得体绘制系统实现容易、可扩展性好.  相似文献   

17.
交互式动态体绘制及其加速算法   总被引:4,自引:1,他引:4       下载免费PDF全文
体绘制三维成象法是一门新兴的3D采样数据场可视化技术,在医学成象和科学可视化领域有着极为广泛的应用,但由于3D数据量大,其使用往往受到巨大计算开销的限制,因此很多研究人员致力于静态体绘制加速算法的研究,并解决医学图象三维可视化中三维体数据显示速度与成象质量问题,因而提出了一种交互式动态体绘制算法,即从任意的视点距离和视线方向进行动态编制,并在分析其算法复杂度的基础上,提出一种新的加速算法,同时使得动态体绘制过程几乎达到实时的效果,经验证,这种算法比标准算法快4~5倍。  相似文献   

18.
体绘制技术是一种能够真实地反映空间数据场内部信息的可视化技术。在体绘制研究领域中,非规则的空间散乱数据体绘制目前仍然是一个研究热点。文中采用空间数据插值算法对散乱的原始数据进行网格化插值,然后使用光投影体绘制算法对规则网格数据进行体绘制。最后,通过新方法实现了某油藏区地下流体压力和孔隙度分布结构的体绘制。  相似文献   

19.
Multiresolution volume visualization with a texture-based octree   总被引:4,自引:0,他引:4  
Although 3D texture-based volume rendering guarantees image quality almost interactively, it is difficult to maintain an interactive rate when the technique has to be exploited on large datasets. In this paper, we propose a new texture memory representation and a management policy that substitute the classical one-texel per voxel approach for a hierarchical approach. The hierarchical approach benefits nearly homogeneous regions and regions of lower interest. The proposed algorithm is based on a simple traversal of the octree representation of the volume data. Driven by a user-defined image quality, defined as a combination of data homogeneity and importance, a set of octree nodes (the cut) is selected to be rendered. The degree of accuracy applied for the representation of each one of the nodes of the cut in the texture memory is set independently according to the user-defined parameters. The variable resolution texture model obtained reduces the texture memory size and thus texture swapping, improving rendering speed.  相似文献   

20.
彭伟  李建新  闫镔  童莉  陈健  管士勇 《计算机应用》2011,31(8):2221-2224
GPU加速体绘制已成为体可视化领域的研究热点,然而超出显存的大规模数据无法直接载入,成为GPU应用的瓶颈。分块技术能够在保证图像质量的条件下解决该问题,但分块数据的频繁加载和访问明显降低了绘制速度。针对上述问题,通过建立最优化分块模型得到了大规模数据的最优分块,并通过构造节点编号纹理和改进距离模板设计的方法进一步提高了基于八叉树的分块体绘制算法的绘制速度。实验结果表明,该方法加速效果明显。  相似文献   

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