共查询到19条相似文献,搜索用时 328 毫秒
1.
Raycasting体绘制算法由于成像质量高而被广泛应用于体数据的可视化,但当线、面表达的矢量数据和三维栅格表达的体数据同时绘制到同一场景时,由于绘制方法的差异会造成矢量和栅格数据空间遮挡关系不一致。在GPU实现Raycasting算法的基础上,通过矢量和栅格数据先后绘制,采用FBO离屏绘制等技术将矢量数据绘制到深度缓存纹理并在体绘制采样和融合中统一考虑矢栅颜色融合。实验结果表明,该算法在矢量数据非透明模式下能正确处理矢量栅格数据的混合绘制。 相似文献
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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
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基于代理多边形的3D纹理映射体绘制成像速度快,能够直接利用OpenGL剪切平面功能实现多平面实时切割,但成像质量不高.本文通过分析彩色数据场的不透明度转换函数,研究基于GPU的光线投射算法,用于数字人彩色体数据的快速高质量可视化.为了避免转换函数设计困难和不足,提出一种基GPU的多平面快速切割算法,能够实时清晰观察彩色体数据内部组织.实验结果表明:基于GPU的光线投射算成像质量高、速度快,该多平面交互切割方法能够清晰观察组织结构. 相似文献
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锥束CT检测成像仿真系统的研究与实现 总被引:1,自引:0,他引:1
设计并实现一个用于CT专业教学和科研的锥束CT检测成像仿真系统.该仿真系统能够模拟对CT设备的控制,生成正投影数据,重建被测物体,并能对重建结果进行三维显示.该系统包括如下关键技术:按真实比例对CT设备建模,实现了锥束CT工作过程的可视化;用场景图方法组织CT场景,简化了场景图形的管理方式;采用GPU加速CT正投影、图像重建和体绘制算法,在一定程度上解决了锥束CT大数据量快速计算问题.实验结果表明,该系统具有较快的运行速度,可满足用户交互操作的需要. 相似文献
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在三维体数据可视化处理过程中,选取一个好的视图可以提高对体数据理解的速度和效率.光投射算法是体绘制中一种非常重要的算法.由于该算法成熟,成像质量高,它已在许多医学可视化处理系统中得到了广泛的应用.为该算法提供了一种视图选择方法,它将信息熵公式与光投射算法结合在一起对所选视图质量的优劣做出客观的评价.该方法充分考虑了传递函数,数据分布和各个体素的可见度.方法既可以用于非交互可视化处理时对给定场景找到一幅最具可视化信息的视图;也可用于交互的可视化处理中引导用户确定好的视点,以便对所获取的可视化信息进一步地深入研究和探索. 相似文献
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一种非规则数据场的体绘制算法 总被引:1,自引:0,他引:1
非规则数据场的体绘制是可视化的一个热点和难点。常用直接体绘制算法有光线投射法、单元投影法、快速体绘制算法。本文吸取了上述三种算法的优点,采用体元面投影的方法来确定光线路径;同时考虑到非规则数据场的一些特性,采取三个有效的措施大大加快了投影和求交速度;在采样中用分段积分法代替等距采样,从而进一步提高了图象质量。 相似文献
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在基本的光线投射算法基础上,提出一种简单灵活的体绘制框架。该框架根据现有的标准和非标准的体绘制技术,在保证渲染质量和易交互性的前提下,实现了多个不同的着色器程序,包括最大密度投影、等值面绘制、体绘制等。实验表明:该框架具有易扩展性,灵活性高,表达了现有的医学可视化技术,将可编程图形显卡技术集成到直接体绘制中展现了强大的生命力。 相似文献
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基于GPU的三维医学图像混合可视化系统 总被引:3,自引:0,他引:3
研究并实现了一个基于GPU的医学图像混合可视化系统,该系统采用三维纹理映射的方法实现直接体绘制,利用GPU的可编程特性完成体绘制方法中的插值后分类算法和传输函数的传递及实时修改,采用OpenGL技术实现表面的绘制,并基于场景图结构实现时表面数据的管理。面绘制和体绘制部分都采用OpenGL实现,运用OpenGL的融合机制,系统实现了面绘制和体绘制的混合显示。本系统大大提高了体绘制的速度,有效地保留了面绘制和体绘制的优势,在保证绘制速度的基础上丰富了图像信息。 相似文献
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研究地形绘制问题,为了实现在计算机中实时可视化,在大地形的场景绘制时需要在高曲率处保留尽量多的矢量数据(点、线、面),在低曲率处删除尽量多的矢量数据.采用了在细节层次模型简化技术中,空间格网点的平均曲率的计算方法,以及在.NET平台下用C#语言对算法进行编程.经计算得出格网点曲率值的大小,删除低曲率的中心点并对删除中心点后留下的空洞进行三角化,从而实现细节层次模型的简化,大大地减少了大地形场景中矢量数据(点、线、面)的数量.仿真试验结论表明,提出的平均曲率算法能较好地解决矢量数据量大与计算机实时处理能力有限的矛盾,满足了大地形中大规模矢量数据三维可视化的实时绘制需求. 相似文献
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交互式实时虚拟内窥镜系统中的关键技术 总被引:1,自引:0,他引:1
在分析虚拟内窥镜和体数据可视化方法的基础上 ,提出了一种基于透视投影体绘制的交互式实时虚拟内窥镜算法。在微机平台上实现的基于体绘制的虚拟内窥镜系统 ,验证了该算法的实时性和所生成图像的质量。 相似文献
11.
Given enough CPU time, present graphics technology can render near‐photorealistic images. However, for real‐time graphics applications such as virtual reality systems, developers must make explicit programming decisions, trading off rendering quality for interactive update rates. In this papar we present a new algorithm for rendering complex 3D models at near‐interactive rates that can be used in virtual environments composed of static or dynamic scenes. The algorithm integretes the techniques of level of details (LoD), visibility computation and object impostor. The method is more suitable for very dynamic scenes with high depth complexity. We introduce a new criterion to identify the occluder and the occludee: the object that can be replaced by its LoD model and the one that can be replaced by its impostor. The efficiency of our algorithm is then illustrated by experimental results. Copyright © 2003 John Wiley & Sons, Ltd. 相似文献
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对于漫反射场景,LayeredDepthImage(LDI)能够产生很好的绘制效果,但对于高光的场景,它存在绘制图像失真的问题。文章提出一种能够有效地绘制漫反射和高光场景的LDI改进算法。该算法对LDI的每个深度像素增加一个方向向量,对位于同一深度的像素采用加权平均的方法生成新视点下的目标图像。同时采用将方向向量离散化的方法,有效地降低了存储量。实验表明,新算法在绘制速度和绘制质量方面都取得了比较理想的效果。 相似文献
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14.
Deferred Splatting 总被引:2,自引:0,他引:2
15.
《计算机辅助绘图.设计与制造(英文版)》2016,(1)
Rendering of large-scale forest scenes is a challenging task,whose highly geometric complexity will put heavy burden on current graphics hardware.When navigating the scene,the overall visual result is generally considered as the core concern.A new method is proposed in this paper for large-scale forest rendering using clustering and merging strategies.Our method improves the rendering effect by clustering polygons according to the point information with relation to neighbours.A fast forest rendering system is developed accordingly.The relative techniques in the system can improve the visual quality on demand of different applications. 相似文献
16.
Recently, a precomputed shadow fields method was proposed for achieving fast rendering of dynamic scenes under environment illumination and local light sources. This method can render shadows fast by precomputing the occlusion information at many sample points arranged on concentric shells around each object and combining multiple precomputed occlusion information rapidly in the rendering step. However, this method uses the same number of sample points on all shells, and cannot achieve real-time rendering due to the rendering computation rely on CPU rather than graphics hardware. In this paper, we propose an algorithm for decreasing the data size of shadow fields by reducing the amount of sample points without degrading the image quality. We reduce the number of sample points adaptively by considering the differences of the occlusion information between adjacent sample points. Additionally, we also achieve fast rendering under low-frequency illuminations by implementing shadow fields on graphics hardware. 相似文献
17.
该文提出一种对场景进行多视点成像的方法。该方法首先为场景中的多边形生成多边形模板,一个多边形模板,包括一条轮廓路径和一组纹条,而一个纹条是平行成像画的一个平面与多边形相交的直线段。由于纹条相对于不同视点的透视投影的变化是线性的,因此,绘制多边形时可以基于模板逐个纹条地处理,而不必按照传统的扫描转换方法逐个点地处理,绘制速度可以提高很多。同时,与视点无关的光照和纹理可以预先计算并保存在模板中,以便在成像时利用基于图像绘制的技术来生成高质量的图像。该方法中,视点可以放置在三维空间的任意位置,并且在场景漫游时可以根据视点位置自动地实现多分辨率绘制。 相似文献
18.
We present a novel approach to render low resolution point clouds with multiple high resolution textures – the type of data typical from passive vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm – view-dependent textured splatting (VDTS) – combines traditional splatting with a view-dependent texturing strategy to reduce rendering artifacts caused by imprecision or noise in the input data.VDTS requires no pre-processing of input data, addresses texture aliasing, and most importantly, processes texture visibility on-the-fly. The combination of these characteristics makes VDTS well-suited for interactive rendering of dynamic scenes. Towards this end, we present a real-time view acquisition and rendering system to demonstrate the effectiveness of VDTS. In addition, we show that VDTS can produce high quality rendering when the texture images are augmented with per-pixel depth. In this scenario, VDTS is a reasonable alternative for interactive rendering of large CG models. 相似文献
19.
O-buffer: a framework for sample-based graphics 总被引:1,自引:0,他引:1
We present an innovative modeling and rendering primitive, called the O-buffer, as a framework for sample-based graphics. The 2D or 3D O-buffer is, in essence, a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the O-buffer is recorded as an offset to the nearest grid point of a regular base grid (hence the name O-buffer). The O-buffer can greatly improve the expressive power of images and volumes. Image quality can be improved by storing more spatial information with samples and by avoiding multiple resamplings. It can be exploited to represent and render unstructured primitives, such as points, particles, and curvilinear or irregular volumes. The O-buffer is therefore a unified representation for a variety of graphics primitives and supports mixing them in the same scene. It is a semiregular structure which lends itself to efficient construction and rendering. O-buffers may assume a variety of forms including 2D O-buffers, 3D O-buffers, uniform O-buffers, nonuniform O-buffers, adaptive O-buffers, layered-depth O-buffers, and O-buffer trees. We demonstrate the effectiveness of the O--buffer in a variety of applications, such as image-based rendering, point sample rendering, and volume rendering. 相似文献