共查询到20条相似文献,搜索用时 31 毫秒
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Reis G Zeilfelder F Hering-Bertram M Farin G Hagen H 《IEEE transactions on visualization and computer graphics》2008,14(5):1126-1139
We present a novel GPU-based algorithm for high-quality rendering of bivariate spline surfaces. An essential difference to the known methods for rendering graph surfaces is that we use quartic smooth splines on triangulations rather than triangular meshes. Our rendering approach is direct in the sense that since we do not use an intermediate tessellation but rather compute ray-surface intersections (by solving quartic equations numerically) as well as surface normals (by using Bernstein-Bézier techniques) for Phong illumination on the GPU. Inaccurate shading and artifacts appearing for triangular tesselated surfaces are completely avoided. Level of detail is automatic since all computations are done on a per fragment basis. We compare three different (quasi-) interpolating schemes for uniformly sampled gridded data, which differ in the smoothness and the approximation properties of the splines. The results show that our hardware based renderer leads to visualizations (including texturing, multiple light sources, environment mapping, etc.) of highest quality. 相似文献
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轮廓线的高效提取是非真实感绘制的一个关键问题。提出了一个完全利用GPU生成光滑轮廓线的高效算法。在几何处理阶段,先根据相邻三角形的法向量与视向量的关系检测出轮廓线,然后对轮廓线进行宽度扩充,同时对轮廓线顶点设置相应的渐变因子;在像素处理阶段把渐变因子转化为相应的alpha值,通过光照生成卡通渲染,最后通过alpha混合得到光滑轮廓线。算法完全在GPU里实现,能满足实时的绘制要求。 相似文献
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运用模拟头发运动的系统计算头发阴影的阴影生成算法和一个通过每一串头发来模拟光线散射的发射模型,就可以创建出极其真实的头发影像。渲染结果表明,利用以上方法可以渲染出极其逼真的头发。 相似文献
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GPU tessellation is very efficient and is reshaping the terrain-rendering paradigm. We present a novel terrain-rendering algorithm based on GPU tessellation. The planar domain of the terrain is partitioned into a set of tiles, and a coarse-grained quadtree is constructed for each tile using a screen-space error metric. Then, each node of the quadtree is input to the GPU pipeline together with its own tessellation factors. The nodes are tessellated and the vertices of the tessellated mesh are displaced by filtering the displacement maps. The multi-resolution scheme is designed to optimize the use of GPU tessellation. Further, it accepts not only height maps but also geometry images, which displace more vertices toward the higher curvature feature parts of the terrain surface such that the surface detail can be well reconstructed with a small number of vertices. The efficiency of the proposed method is proven through experiments on large terrain models. When the screen-space error threshold is set to a pixel, a terrain surface tessellated into 8.5 M triangles is rendered at 110 fps on commodity PCs. 相似文献
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近几年随着GPU的可编程能力的增强,很多基于点的绘制算法都可以移植到GPU上来实现,这样既可以让CPU有时间来处理其他事,又可以通过GPU提高算法的运行速度。由于目前的GPU不支持epsilon-z-buffering算法,大部分基于GPU的绘制算法都是通过Multi-pass绘制来达到较高的绘制质量。然而,这些算法需要在第一和第二个pass中光栅化大量的可能可见的面圆,并在第二个pass的像素shader中对这些可能可见的面圆进行大量的计算。本文提出了一种基于GPU的改进Multi-pass绘制算法,与前面的Multi-pass算法相比,我们的算法只需在第一个pass中对大量可能可见的面圆进行光栅化和深度测试后,便可求出所有可见面圆,即离视点最近的面圆。然后在第二个pass中只对这些可见面圆进行光栅化和逐像素计算,从而避免了大量不必要的计算。 相似文献
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提出了一种医学图像快速面绘制的方法,该方法将新一代图形处理器GeForce 8800的特性和MC(Marching Cubes)算法相结合。利用几何着色器的数据批处理能力在每个立方体中提取等值面并生成三角形带;在片段着色器上采用Phong光照模型对生成三角形渲染显示。建模和显示过程均在GPU上完成,对CPU的依赖低。实验表明,在保证绘制效果的前提下,该方法可在通用PC平台上实现大小为512×512×400的CT数据的实时建模,有很好的实用价值。 相似文献
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基于光线追踪,将屏幕图像像素分解为投射光线与场景对象交点面片辐射亮度和
纹理贴图的合成,每个面片的辐射亮度计算基于双向反射分布函数(BRDF)基的线性组合,并通
过图形处理器(GPU)处理核心并行绘制进行加速,最后与并行计算的纹理映射结果进行合成。
提出了一种基于BRDF 和GPU 并行计算的全局光照实时渲染算法,利用GPU 并行加速,在提
高绘制效率的前提下,实现动态交互材质的全局光照实时渲染。重点研究:对象表面对光线的
多次反射用BRDF 基的线性组合来表示,将非线性问题转换为线性问题,从而提高绘制效率;
利用GPU 并行加速,分别计算对象表面光辐射能量和纹理映射及其线性组合,进一步提高计算
效率满足实时绘制需求。 相似文献
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In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering.
Our algorithm is geared toward high utilization of modern GPUs, and takes advantage of ray tracing and mesh rendering. The
algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed region. The
rendered mesh ensures the absence of cracks and degenerate triangles that may cause the appearance of visual artifacts. In
addition, an external texture memory support is provided to enable the rendering of terrains that exceed the size of texture
memory. Our experimental results show that the PGM algorithm provides high quality images at steady frame rates.
Electronic supplementary material Supplementary material is available in the online version of this article at
and is accessible for authorized users. 相似文献
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为了更好地模拟素描画中线条的轻重变化和明暗变化,提出了一种改进的素描风格渲染算法。将渲染过程分为轮廓线绘制、纹理绘制和色调调整三个部分;在轮廓线染绘制过程中采用多重采样来辨识轮廓线,利用卡方分布和紊乱场来模拟生成素描化线条绘制;在纹理渲染绘制中,利用模型的切线和副法线生成多个方向场,通过对白噪声纹理的线性卷积( LIC)生成素描化纹理;通过牛顿插值法重新计算了输出曲线解决多重渲染混合后绘制效果偏灰问题。实验结果显示改进后素描风格渲染算法具有更高的渲染效率和更好的渲染效果。算法能够较好地实现素描风格的渲染效果,并可广泛适用于影视游戏开发中。 相似文献
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NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM tools and graphics software. Since direct evaluation of NURBS surfaces on the GPU is a highly complex task, the usual approach for rendering NURBS is to perform the conversion into Bézier surfaces on the CPU, and then evaluate and tessellate them on the GPU. In this paper we present a new proposal for rendering NURBS surfaces directly on the GPU in order to achieve interactive and real-time rendering. Our proposal, Rendering Pipeline for NURBS Surfaces (RPNS), is based on a new primitive KSQuad that uses a regular and flexible processing of NURBS surfaces, while maintaining their main geometric properties to achieve real-time rendering. RPNS performs an efficient adaptive discretization to fine tune the density of primitives needed to avoid cracks and holes in the final image, applying an efficient non-recursive evaluation of the basis function on the GPU. An implementation of RPNS using current GPUs is presented, achieving real-time rendering rates of complex parametric models. Our experimental tests show a performance several orders of magnitude higher than traditional approximations based on NURBS to Bézier conversion. 相似文献
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Stephen L. Stepoway Michael Christiansen 《International journal of parallel programming》1988,17(1):43-58
Fractal surfaces are a sueful modeling technique for terrain in computer graphics. Although an algorithm exists for ray tracing (Mandelbrot) fractal surfaces, the technique is computationally very expensive. The large degree of parallelism inherent in the problem suggests the use of parallel architectures for generating these images. We describe a parallel rendering algorithm for shared memory MIMD machines which takes advantage of image coherence to reduce computation. This algorithm has, on a Sequent Balance 2100 with 20 processors, demonstrated a near-linear speedup. We examine the possible synchronization bottlenecks by statically assigning different numbers of CPUs to sections of the screen.This work was supported in part by DARPA under contract MDA903-86-C-0182. 相似文献
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为了提高水面波动效果模拟的实时性并保持真实感,提出一种基于可编程图形处理器(GPU)的向量代数运算模型,并使用该模型求解水波动方程以加速水波仿真过程.给出了模型的数据结构定义和数据操作设计,对二维水波微分方程进行离散化处理,将其表达为矩阵矢量相乘的形式,再采取共轭梯度法进行求解,以获得代表水面的高度图.通过高度图信息来生成法线,从而获得水面反射和折射效果.实验结果表明,该算法充分发挥了GPU的高速性能优势来求解复杂的水面波动方程,能有效提高真实感水波纹模拟的效率. 相似文献
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基于GPU的海浪特效实时渲染 总被引:1,自引:0,他引:1
对于海浪特效的模拟能有效增强海洋场景仿真的真实感,模拟的实时性也是海洋场景仿真系统的重要需求之一.为了实现基于GPU的海浪特效实时渲染,以PM海浪谱为基础进行了研究,从而生成海浪高度场,并结合视相关反投影方法生成海浪网格,采用硬件着色器进行基于物理光照模型的实时光照处理,生成了具有较强真实感的海面效果,较好地满足了时渲染场景实时性和真实感的要求,达到了实时视景仿真系统中对海洋模块的实时仿真要求. 相似文献
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随着GPU性能的飞速提升,越来越多的地形渲染算法能够完全由GPU实现.本文提出了一种新的完全基于GPU的地形渲染算法.该算法使用顶点着色器完成中间数据生成,在几何着色器中使用之前生成的信息完成地形的LOD操作和网格的动态生成.该算法不仅具有易于在GPU上实现的特点,同时能够提供无缝的、自适应地形起伏的渲染效果.这也顺应了图形学的主流:将图形计算或对几何体的操作从CPU转移到GPU上,从而做到无需CPU的干预,降低数据传输量,节约通信带宽的目的.实验证明,该算法适合于处理较大规模地形块. 相似文献
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目的 大部分材质表面都具有一定的细微结构,而这些细微结构的存在增加了真实感图形绘制的复杂性.方法 首先将材质表面的细微结构分为3类:宏观结构、介观结构和微观结构,并对每类结构分别建模:宏观结构采用三角面片建模,介观结构则采用法向图表示,而微观结构直接采用单一的粗糙度表达.然后针对每种结构,分别获得它们的法向分布函数(NDF),并用混合vMF分布拟合.最终屏幕空间每个像素内的法向分布用3个尺度NDF的卷积操作近似获得.此外,在处理环境光照时引入抛物面图(PM)和summed-area table(SAT),满足了动态场景的实时绘制需求.结果 实验结果表明本文方法可以在不同视点范围下生成高真实感的反射效果,并获得实时的绘制性能.结论 本文提出的实时绘制方法能够处理表面材质结构复杂的3维模型在环境光下的真实感反射效果,并支持动态光照和形变物体. 相似文献
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Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of
particle-based simulations of water. Traditional approaches to visualize the results of particle-based simulations construct
water surfaces that are usually represented by polygons. To construct water surfaces from the results of particle-based simulations,
a density function is assigned to each particle and a density field is computed by accumulating the values of the density
functions of all particles. However, the computation of the density field is time consuming. To address this problem, we propose
an efficient calculation of density field using a graphics processing unit (GPU). We present a rendering method for water
surfaces sampled by points. The use of the GPU permits efficient simulation of optical effects, such as refraction, reflection,
and caustics. 相似文献
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Krüeger A Kubisch C Straub G Preim B 《IEEE transactions on visualization and computer graphics》2008,14(6):1491-1498
For difficult cases in endoscopic sinus surgery, a careful planning of the intervention is necessary. Due to the reduced field of view during the intervention, the surgeons have less information about the surrounding structures in the working area compared to open surgery. Virtual endoscopy enables the visualization of the operating field and additional information, such as risk structures (e.g., optical nerve and skull base) and target structures to be removed (e.g., mucosal swelling). The Sinus Endoscopy system provides the functional range of a virtual endoscopic system with special focus on a realistic representation. Furthermore, by using direct volume rendering, we avoid time-consuming segmentation steps for the use of individual patient datasets. However, the image quality of the endoscopic view can be adjusted in a way that a standard computer with a modern standard graphics card achieves interactive frame rates with low CPU utilization. Thereby, characteristics of the endoscopic view are systematically used for the optimization of the volume rendering speed. The system design was based on a careful analysis of the endoscopic sinus surgery and the resulting needs for computer support. As a small standalone application it can be instantly used for surgical planning and patient education. First results of a clinical evaluation with ENT surgeons were employed to fine-tune the user interface, in particular to reduce the number of controls by using appropriate default values wherever possible. The system was used for preoperative planning in 102 cases, provides useful information for intervention planning (e.g., anatomic variations of the Rec. Frontalis), and closely resembles the intraoperative situation. 相似文献