共查询到20条相似文献,搜索用时 0 毫秒
1.
Georgios Sakas 《The Visual computer》1993,9(8):425-438
We first present the volume-rendering pipeline and the most typical of the existing methods for each pipeline stage. The complexity of each stage in terms of computing time is analyzed for each method. Then the demands and the scope of interactive volume rendering are briefly summarized. Based on this analysis we examine alternate solutions to optimize each pipeline stage in order to allow interactive visualization while maintaining the image quality. The proposed method maximizes interactive manipulation possibilities and minimizes runtimes by sampling at the Nyquist rate and by flexibly trading off quality for performance at any pipeline level. Our approach is suitable for rendering large, scalar, discrete volume fields such as semitransparent clouds (or X-rays) on the fly. 相似文献
2.
针对交互式动态体绘制算法生成图像质量差的问题,提出一种改进算法,在减少使用插值的同时,通过增加采样点数和使用采样点间距离作为权值等方法进行图像合成。改进的算法使结果图像的质量有了明显改善,同时保持了较快的速度。 相似文献
3.
Thomas A. Foley David A. Lane Gregory M. Nielson 《Computer Animation and Virtual Worlds》1990,1(1):2-8
Ray-tracing volumetric data may take several minutes to compute a single image from a fixed viewpoint. We present techniques that generate approximate ray-traced volumetric images in less than one second per image, after a lengthy initialization process is performed. These approximate images are based on methods that interpolate data sampled at locations on a sphere. 相似文献
4.
科学计算可视化体绘制算法能反映出体数据的内部信息,在医学,它已经从辅诊断发展成为辅助治疗的重要手段,体可视化技术是医学可视化的重要研究内容,其处理过程包括体数据的获取,模型的建立,数据的映射,绘制等操作,该文介绍了医学可视化中常使用的几种光照模型,针对基于图象空间和对象空间两种体绘制算法,介绍了它们的基本思想方法,并详细阐述了在近期的主要加速技术和提高图象质量方法的新进展,最后给出了实验数据和结论。 相似文献
5.
An optimal parallel algorithm for volume ray casting 总被引:3,自引:0,他引:3
Volume rendering by ray casting is computationally expensive. For interactive volume visualization, rendering must be done in real time (30 frames/s). Since the typical size of a 3D dataset is 2563, parallel processing is imperative. In this paper, we present anO(logn) EREW algorithm for volume rendering. We useO(n
3) processors that can be optimized toO(log3
n) time withO(n
3/log3
n) processors. We have implemented our algorithm on a MasPar MP-1. The implementation results show that a frame of size 2563 is generated in 11 s by 4096 processors. This time can be further reduced by the use of large number of processors. 相似文献
6.
为解决医学图象三维可视化中三维体数据显示的问题,在综合了体绘制源-衰减模型和兰伯特漫反射余弦定律的基础上,提出了体绘制源和反射-衰减光照模型,新的模型假定三维标量数据场中的每一点都既是点光源,又能够反射外部入射光,并且反射光的分布遵循兰伯特漫反射余弦定律,由以上假定推导出体绘制的基本运算公式。实验结果表明,体绘制源和反射-衰减模型是一种性能优良的体光照模型,其用于医学断层图象三维可视化能够生成逼真 相似文献
7.
体绘制技术在医学成像和科学可视化领域有着极为广泛的应用,但由于其巨大的计算开销,限制了其实时动态体绘制的应用,因此许多研究人员致力于静态体绘制加速算法的研究,为了提高体绘制速度。分析了三维规则数据场重采样的原理。光线投射算法中对3D数据场重采样的实现方法;根据具体重建对象,提出了在3D数据场重采样中采用球形包围盒的方法,给出了人体头部和眼球的三维可视化结果,实验表明:这种算法能有效地减少重采样的计算量,并使求交计算更加简单。 相似文献
8.
This paper presents a novel technique, called volumetric texture synthesis, for non-photorealistic volume rendering. It extends texture synthesis from 2D areas/3D surfaces to volumes. By selecting different texture samples, it allows for a wide variety of stylized rendering for the target volume. As a preprocessing step, volume data analysis is used to identify texture orientations for the volume. This is followed by volumetric texture synthesis, which generates 3D non-photorealistic textures along the identified texture orientations. Finally, standard volume rendering is applied to display the volume data decorated by the texture. Experimental results are provided in the paper. 相似文献
9.
10.
Multi-resolution techniques are required for rendering large volumetric datasets exceeding the size of the graphics card's memory or even the main memory. The cut through the multi-resolution volume representation is defined by selection criteria based on error metrics. For GPU-based volume rendering, this cut has to fit into the graphics card's memory and needs to be continuously updated due to the interaction with the volume such as changing the area of interest, the transfer function or the viewpoint. We introduce a greedy cut update algorithm based on split-and-collapse operations for updating the cut on a frame-to-frame basis. This approach is guided by a global data-based metric based on the distortion of classified voxel data, and it takes into account a limited download budget for transferring data from main memory into the graphics card to avoid large frame rate variations. Our out-of-core support for handling very large volumes also makes use of split-and-collapse operations to generate an extended cut in the main memory. Finally, we introduce an optimal polynomial-time cut update algorithm, which maximizes the error reduction between consecutive frames. This algorithm is used to verify how close to the optimum our greedy split-and-collapse algorithm performs. 相似文献
11.
研究烟雾等大规模体数据在虚拟场景中实时可视化的技术是一种新的体面混合绘制技术,在灾害现象仿真中有着重要的应用。在处理体面混合绘制时,已有的绘制算法难以实时地处理体数据的遮挡和裁剪,并在内窥绘制中出现片元空洞。针对以上问题,提出一种基于GPU的体面混合绘制算法,将体数据视为参与介质,同时将面绘制的结果作为体绘制的积分域约束条件,从而把面绘制中的裁减算法推广到体数据的绘制中,实现了体面混合绘制的无缝融合。仿真结果表明算法能够实时地绘制虚拟场景中的大规模体数据,并且能够处理复杂的内窥效果。 相似文献
12.
方晓芬 《计算机科学技术学报》2003,18(1):0-0
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
13.
医学体数据三维可视化技术有着广泛的应用前景。近年来为加快绘制速度,提高成像质量和节省存储空间提出了许多改进算法,本文总结了这些算法,为进一步研究奠定了基础。 相似文献
14.
为了能在网络环境下,快速地进行三维绘制,提出了一种网络环境下的基于小波的体数据多分辨率体绘制方法,该方法采取基于客户端的三维重建方案,首先利用三维小波的多分辨率分析方法,将体数据分解为不同分辨率下的离散逼近信号与高频细节信号;然后按先离散逼近信号,后高频细节信号的次序将数据传输到客户端;最后在客户端实现由粗及精的、渐进式的三维绘制。在这个过程中,一种3D的Mallat滤波器组被用来加速体数据的3D小波分解与重构,一种离散的简略化小波域体绘制方程被用来满足体绘制的实时性。实验结果表明,由于该方法仅需要12.5%或更低的数据量,即可以绘制出品质良好的图像或图像的概貌,所以非常适宜于需要频繁选择、交互的三维图像网络系统。 相似文献
15.
Non-photorealistic techniques are usually applied to produce stylistic renderings. In visualization, these techniques are
often able to simplify data, producing clearer images than traditional visualization methods. We investigate the use of particle
systems for visualizing volume datasets using non-photorealistic techniques. In our VolumeFlies framework, user-selectable
rules affect particles to produce a variety of illustrative styles in a unified way. The techniques presented do not require
the generation of explicit intermediary surfaces. 相似文献
16.
In this paper, we present a novel method for the direct volume rendering of large smoothed‐particle hydrodynamics (SPH) simulation data without transforming the unstructured data to an intermediate representation. By directly visualizing the unstructured particle data, we avoid long preprocessing times and large storage requirements. This enables the visualization of large, time‐dependent, and multivariate data both as a post‐process and in situ. To address the computational complexity, we introduce stochastic volume rendering that considers only a subset of particles at each step during ray marching. The sample probabilities for selecting this subset at each step are thereby determined both in a view‐dependent manner and based on the spatial complexity of the data. Our stochastic volume rendering enables us to scale continuously from a fast, interactive preview to a more accurate volume rendering at higher cost. Lastly, we discuss the visualization of free‐surface and multi‐phase flows by including a multi‐material model with volumetric and surface shading into the stochastic volume rendering. 相似文献
17.
Christopher Giertsen 《Computer Animation and Virtual Worlds》1994,5(2):69-84
Rendering of volume data without forming geometric objects is often termed direct volume rendering. Most of the previously developed methods for this purpose are restricted to display of one scalar variable. This paper presents methods for direct volume rendering of several scalar variables defined at discrete points in three-dimensional space. Typical requirements for the rendering of such data are proposed and then used as a basis for the derivation of a computational model. The proposed model uses a classification technique to composite specific types of information from different scalar fields. The visual display of the composite information is controlled through a set of rendering parameters. 相似文献
18.
19.
Interactive volume rendering in its standard formulation has become an increasingly important tool in many application domains. In recent years several advanced volumetric illumination techniques to be used in interactive scenarios have been proposed. These techniques claim to have perceptual benefits as well as being capable of producing more realistic volume rendered images. Naturally, they cover a wide spectrum of illumination effects, including varying shading and scattering effects. In this survey, we review and classify the existing techniques for advanced volumetric illumination. The classification will be conducted based on their technical realization, their performance behaviour as well as their perceptual capabilities. Based on the limitations revealed in this review, we will define future challenges in the area of interactive advanced volumetric illumination. 相似文献