摘要
提出一种针对物体空间为序体绘制的空域跳过算法:采用双层次空间跳过,先以规则的数据分块作粗略地跳过,再以八叉树获得更高粒度的优化。该方法进一步解决了超过可用纹理内存容量的大规模体数据实时绘制问题,允许实时改变传递函数。针对该算法引入的CPU高负载瓶颈,提出一种新算法,在图形处理器(GPU)内快速计算采样面片,平衡了CPU与GPU间的运算负载。结合上述两种算法,实现高效的大规模体数据绘制并无损图像质量。
We presented a novel approach for empty space skipping for object-order volume rendering. A two-staged space skipping was introduced: the first stage applied bricking on a regular grid, and the second stage used octree to reach a finer granularity. The approach further took into account that rendered volume may exceed the available texture memory and allow fast runtime changes of transfer function. For the bottleneck that heavy workload was assigned to CPU in our approach, a novel algorithm was proposed. The algorithm efficiently computed slicing for texture based volume render in Graphic Processing Unit (GPU) ; balanced the workload between CPU and GPU. Combining the two approaches above, we can render large volume data efficiently without compromising the image quality.
出处
《计算机应用》
CSCD
北大核心
2008年第5期1232-1235,1239,共5页
journal of Computer Applications
基金
广西青年科学基金资助项目(桂科青0542035)
广西科学研究与技术开发计划项目(桂科攻0632007-1G)
关键词
体绘制
纹理采样面
立方体-面片求交
层次化绘制
图形处理器
volume rendering
texture slicing
box-plane intersection
hierarchical rendering
Graphic Processing Unit(GPU)