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Perceptual Optimization for Point-Based Point Cloud Rendering
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作者 YIN Yujie CHEN Zhang 《ZTE Communications》 2023年第4期47-53,共7页
Point-based rendering is a common method widely used in point cloud rendering.It realizes rendering by turning the points into the base geometry.The critical step in point-based rendering is to set an appropriate rend... Point-based rendering is a common method widely used in point cloud rendering.It realizes rendering by turning the points into the base geometry.The critical step in point-based rendering is to set an appropriate rendering radius for the base geometry,usually calculated using the average Euclidean distance of the N nearest neighboring points to the rendered point.This method effectively reduces the appearance of empty spaces between points in rendering.However,it also causes the problem that the rendering radius of outlier points far away from the central region of the point cloud sequence could be large,which impacts the perceptual quality.To solve the above problem,we propose an algorithm for point-based point cloud rendering through outlier detection to optimize the perceptual quality of rendering.The algorithm determines whether the detected points are outliers using a combination of local and global geometric features.For the detected outliers,the minimum radius is used for rendering.We examine the performance of the proposed method in terms of both objective quality and perceptual quality.The experimental results show that the peak signal-to-noise ratio(PSNR)of the point cloud sequences is improved under all geometric quantization,and the PSNR improvement ratio is more evident in dense point clouds.Specifically,the PSNR of the point cloud sequences is improved by 3.6%on average compared with the original algorithm.The proposed method significantly improves the perceptual quality of the rendered point clouds and the results of ablation studies prove the feasibility and effectiveness of the proposed method. 展开更多
关键词 point cloud rendering outlier detection perceptual optimization point-based rendering perceptual quality
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End-to-End Paired Ambisonic-Binaural Audio Rendering
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作者 Yin Zhu Qiuqiang Kong +5 位作者 Junjie Shi Shilei Liu Xuzhou Ye Ju-Chiang Wang Hongming Shan Junping Zhang 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2024年第2期502-513,共12页
Binaural rendering is of great interest to virtual reality and immersive media. Although humans can naturally use their two ears to perceive the spatial information contained in sounds, it is a challenging task for ma... Binaural rendering is of great interest to virtual reality and immersive media. Although humans can naturally use their two ears to perceive the spatial information contained in sounds, it is a challenging task for machines to achieve binaural rendering since the description of a sound field often requires multiple channels and even the metadata of the sound sources. In addition, the perceived sound varies from person to person even in the same sound field. Previous methods generally rely on individual-dependent head-related transferred function(HRTF)datasets and optimization algorithms that act on HRTFs. In practical applications, there are two major drawbacks to existing methods. The first is a high personalization cost, as traditional methods achieve personalized needs by measuring HRTFs. The second is insufficient accuracy because the optimization goal of traditional methods is to retain another part of information that is more important in perception at the cost of discarding a part of the information. Therefore, it is desirable to develop novel techniques to achieve personalization and accuracy at a low cost. To this end, we focus on the binaural rendering of ambisonic and propose 1) channel-shared encoder and channel-compared attention integrated into neural networks and 2) a loss function quantifying interaural level differences to deal with spatial information. To verify the proposed method, we collect and release the first paired ambisonic-binaural dataset and introduce three metrics to evaluate the content information and spatial information accuracy of the end-to-end methods. Extensive experimental results on the collected dataset demonstrate the superior performance of the proposed method and the shortcomings of previous methods. 展开更多
关键词 Ambisonic ATTENTION binaural rendering neural network
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A Fast and Memory-Efficient Direct Rendering Method for Polynomial-Based Implicit Surfaces
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作者 Jiayu Ren Susumu Nakata 《Computer Modeling in Engineering & Sciences》 SCIE EI 2024年第11期1033-1046,共14页
Three-dimensional surfaces are typically modeled as implicit surfaces.However,direct rendering of implicit surfaces is not simple,especially when such surfaces contain finely detailed shapes.One approach is ray-castin... Three-dimensional surfaces are typically modeled as implicit surfaces.However,direct rendering of implicit surfaces is not simple,especially when such surfaces contain finely detailed shapes.One approach is ray-casting,where the field of the implicit surface is assumed to be piecewise polynomials defined on the grid of a rectangular domain.A critical issue for direct rendering based on ray-casting is the computational cost of finding intersections between surfaces and rays.In particular,ray-casting requires many function evaluations along each ray,severely slowing the rendering speed.In this paper,a method is proposed to achieve direct rendering of polynomial-based implicit surfaces in real-time by strategically narrowing the search range and designing the shader to exploit the structure of piecewise polynomials.In experiments,the proposed method achieved a high framerate performance for different test cases,with a speed-up factor ranging from 1.1 to 218.2.In addition,the proposed method demonstrated better efficiency with high cell resolution.In terms of memory consumption,the proposed method saved between 90.94%and 99.64%in different test cases.Generally,the proposed method became more memoryefficient as the cell resolution increased. 展开更多
关键词 Implicit surfaces direct rendering ray marching
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Research and Application of Caideng Model Rendering Technology for Virtual Reality
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作者 Xuefeng Wang Yadong Wu +1 位作者 Yan Luo Dan Luo 《Journal of Computer and Communications》 2024年第4期95-110,共16页
With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of C... With the development of virtual reality (VR) technology, more and more industries are beginning to integrate with VR technology. In response to the problem of not being able to directly render the lighting effect of Caideng in digital Caideng scenes, this article analyzes the lighting model. It combines it with the lighting effect of Caideng scenes to design an optimized lighting model algorithm that fuses the bidirectional transmission distribution function (BTDF) model. This algorithm can efficiently render the lighting effect of Caideng models in a virtual environment. And using image optimization processing methods, the immersive experience effect on the VR is enhanced. Finally, a Caideng roaming interactive system was designed based on this method. The results show that the frame rate of the system is stable during operation, maintained above 60 fps, and has a good immersive experience. 展开更多
关键词 Virtual Reality Caideng Model Lighting Model Point Light rendering
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On Point-Based Haptic Rendering
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作者 Shi Wen Shahram Payandeh 《Engineering(科研)》 2013年第5期14-24,共11页
Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic de... Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment. 展开更多
关键词 HAPTIC rendering COMPUTATIONAL MECHANICS point-based MODELING Level-of-Details
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A survey of real-time rendering on Web3D application 被引量:1
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作者 Geng YU Chang LIU +7 位作者 Ting FANG Jinyuan JIA Enming LIN Yiqiang HE Siyuan FU Long WANG Lei WEI Qingyu HUANG 《Virtual Reality & Intelligent Hardware》 EI 2023年第5期379-394,共16页
Background In recent years, with the rapid development of mobile Internet and Web3D technologies, a large number of web-based online 3D visualization applications have emerged. Web3D applications, including Web3D onli... Background In recent years, with the rapid development of mobile Internet and Web3D technologies, a large number of web-based online 3D visualization applications have emerged. Web3D applications, including Web3D online tourism, Web3D online architecture, Web3D online education environment, Web3D online medical care, and Web3D online shopping are examples of these applications that leverage 3D rendering on the web. These applications have pushed the boundaries of traditional web applications that use text, sound, image, video, and 2D animation as their main communication media, and resorted to 3D virtual scenes as the main interaction object, enabling a user experience that delivers a strong sense of immersion. This paper approached the emerging Web3D applications that generate stronger impacts on people's lives through “real-time rendering technology”, which is the core technology of Web3D. This paper discusses all the major 3D graphics APIs of Web3D and the well-known Web3D engines at home and abroad and classify the real-time rendering frameworks of Web3D applications into different categories. Results Finally, this study analyzed the specific demand posed by different fields to Web3D applications by referring to the representative Web3D applications in each particular field. Conclusions Our survey results show that Web3D applications based on real-time rendering have in-depth sectors of society and even family, which is a trend that has influence on every line of industry. 展开更多
关键词 WEB3D Real-time rendering Virtual reality Cloud rendering Mobile Internet
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An Improved HVQ Algorithm for Compression and Rendering of Space Environment Volume Data with Multi-correlated Variables
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作者 BAO Lili CAI Yanxia +2 位作者 WANG Rui ZOU Yenan SHI Liqin 《空间科学学报》 CAS CSCD 北大核心 2023年第4期780-785,共6页
Volume visualization can not only illustrate overall distribution but also inner structure and it is an important approach for space environment research.Space environment simulation can produce several correlated var... Volume visualization can not only illustrate overall distribution but also inner structure and it is an important approach for space environment research.Space environment simulation can produce several correlated variables at the same time.However,existing compressed volume rendering methods only consider reducing the redundant information in a single volume of a specific variable,not dealing with the redundant information among these variables.For space environment volume data with multi-correlated variables,based on the HVQ-1d method we propose a further improved HVQ method by compositing variable-specific levels to reduce the redundant information among these variables.The volume data associated with each variable is divided into disjoint blocks of size 43 initially.The blocks are represented as two levels,a mean level and a detail level.The variable-specific mean levels and detail levels are combined respectively to form a larger global mean level and a larger global detail level.To both global levels,a splitting based on a principal component analysis is applied to compute initial codebooks.Then,LBG algorithm is conducted for codebook refinement and quantization.We further take advantage of progressive rendering based on GPU for real-time interactive visualization.Our method has been tested along with HVQ and HVQ-1d on high-energy proton flux volume data,including>5,>10,>30 and>50 MeV integrated proton flux.The results of our experiments prove that the method proposed in this paper pays the least cost of quality at compression,achieves a higher decompression and rendering speed compared with HVQ and provides satisficed fidelity while ensuring interactive rendering speed. 展开更多
关键词 Compressed volume rendering Multi-correlated variables Space environment Vector quantization GPU programming
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Rendering algorithms for aberrated human vision simulation
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作者 István Csoba Roland Kunkli 《Visual Computing for Industry,Biomedicine,and Art》 EI 2023年第1期51-75,共25页
Vision-simulated imagery―the process of generating images that mimic the human visual system―is a valuable tool with a wide spectrum of possible applications, including visual acuity measurements, personalized plann... Vision-simulated imagery―the process of generating images that mimic the human visual system―is a valuable tool with a wide spectrum of possible applications, including visual acuity measurements, personalized planning of corrective lenses and surgeries, vision-correcting displays, vision-related hardware development, and extended reality discomfort reduction. A critical property of human vision is that it is imperfect because of the highly influential wavefront aberrations that vary from person to person. This study provides an overview of the existing computational image generation techniques that properly simulate human vision in the presence of wavefront aberrations. These algorithms typically apply ray tracing with a detailed description of the simulated eye or utilize the point-spread func-tion of the eye to perform convolution on the input image. Based on the description of the vision simulation tech-niques, several of their characteristic features have been evaluated and some potential application areas and research directions have been outlined. 展开更多
关键词 Human vision Human visual system Vision simulation Wavefront aberrations Visual aberrations Vision-realistic rendering
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Web-based mixed reality video fusion with remote rendering
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作者 Qiang ZHOU Zhong ZHOU 《Virtual Reality & Intelligent Hardware》 2023年第2期188-199,共12页
Background Mixed reality(MR)video fusion systems merge video imagery with 3D scenes to make the scene more realistic and help users understand the video content and temporal–spatial correlation between them,reducing ... Background Mixed reality(MR)video fusion systems merge video imagery with 3D scenes to make the scene more realistic and help users understand the video content and temporal–spatial correlation between them,reducing the user′s cognitive load.MR video fusion are used in various applications;however,video fusion systems require powerful client machines because video streaming delivery,stitching,and rendering are computationally intensive.Moreover,huge bandwidth usage is another critical factor that affects the scalability of video-fusion systems.Methods Our framework proposes a fusion method for dynamically projecting video images into 3D models as textures.Results Several experiments on different metrics demonstrate the effectiveness of the proposed framework.Conclusions The framework proposed in this study can overcome client limitations by utilizing remote rendering.Furthermore,the framework we built is based on browsers.Therefore,the user can test the MR video fusion system with a laptop or tablet without installing any additional plug-ins or application programs. 展开更多
关键词 Mixed reality Video fusion WebRTC Remote rendering
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Image Color Rendering Based on Hinge-Cross-Entropy GAN in Internet of Medical Things
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作者 Hong’an Li Min Zhang +3 位作者 Dufeng Chen Jing Zhang Meng Yang Zhanli Li 《Computer Modeling in Engineering & Sciences》 SCIE EI 2023年第4期779-794,共16页
Computer-aided diagnosis based on image color rendering promotes medical image analysis and doctor-patient communication by highlighting important information of medical diagnosis.To overcome the limitations of the co... Computer-aided diagnosis based on image color rendering promotes medical image analysis and doctor-patient communication by highlighting important information of medical diagnosis.To overcome the limitations of the color rendering method based on deep learning,such as poor model stability,poor rendering quality,fuzzy boundaries and crossed color boundaries,we propose a novel hinge-cross-entropy generative adversarial network(HCEGAN).The self-attention mechanism was added and improved to focus on the important information of the image.And the hinge-cross-entropy loss function was used to stabilize the training process of GAN models.In this study,we implement the HCEGAN model for image color rendering based on DIV2K and COCO datasets,and evaluate the results using SSIM and PSNR.The experimental results show that the proposed HCEGAN automatically re-renders images,significantly improves the quality of color rendering and greatly improves the stability of prior GAN models. 展开更多
关键词 Internet of Medical Things medical image analysis image color rendering loss function self-attention generative adversarial networks
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Fabrication of High Color Rendering Index White Light Emitting Diodes from Gold Nanoclusters
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作者 Yeeu-Chang Lee Chieh Chen +2 位作者 Cheng-An J. Lin Cheng-Yi Huang Chia-Hui Lin 《Optics and Photonics Journal》 2023年第11期243-250,共8页
We demonstrated gold nanoclusters as color tunable emissive light converters for the application of white light emitting diodes (WLEDs). A blue LED providing 460 nm to excite gold nanoclusters mixed with UV curable ma... We demonstrated gold nanoclusters as color tunable emissive light converters for the application of white light emitting diodes (WLEDs). A blue LED providing 460 nm to excite gold nanoclusters mixed with UV curable material generates broad bandwidth emission at the visible range. Increasing the amount of gold nanoclusters, the correlated color temperature of WLEDs tuned from cold white to warm white, and also results in the variation of color rendering index (CRI). The highest CRI in the experiment is 92. 展开更多
关键词 Gold Nanocluster White Light Emitting Diodes Color rendering Index Color Temperature
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经阴道超声联合3D-TVS Render成像诊断子宫内膜病变的临床价值分析
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作者 杨丽娜 张改琴 高伟霞 《临床医学工程》 2024年第5期519-520,共2页
目的分析经阴道超声联合三维超声(3D-TVS)Render成像诊断子宫内膜病变的临床价值。方法回顾性分析2019年11月至2022年11月我院收治的123例子宫内膜病变患者的临床资料,术前或诊刮前均行经阴道超声、3D-TVS Render成像检查,以病理检查结... 目的分析经阴道超声联合三维超声(3D-TVS)Render成像诊断子宫内膜病变的临床价值。方法回顾性分析2019年11月至2022年11月我院收治的123例子宫内膜病变患者的临床资料,术前或诊刮前均行经阴道超声、3D-TVS Render成像检查,以病理检查结果作为“金标准”,分析经阴道超声联合3D-TVS Render成像对子宫内膜病变的诊断价值。结果经病理检查结果显示,123例患者中子宫内膜癌24例,子宫内膜良性病变99例;子宫内膜癌患者经阴道超声检查的子宫内膜厚度(ET)高于良性病变患者,经3D-TVS Render成像检查的子宫内膜血管指数(VI)、血流指数(FI)、血管血流指数(VFI)高于良性病变患者(P<0.05);绘制ROC曲线结果显示,ET、VI、FI、VFI联合诊断子宫内膜病变的AUC为0.968,高于各指标单独诊断。结论经阴道超声联合3D-TVS Render成像对子宫内膜病变的诊断价值较高,值得临床推广应用。 展开更多
关键词 子宫内膜病变 阴道超声 三维超声render成像 诊断价值
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SPEEDING-UP RE-SAMPLED ALGORITHM IN RAY CASTING VOLUME RENDERING OF MEDICAL IMAGES
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作者 陶玲 王惠南 田芝亮 《Transactions of Nanjing University of Aeronautics and Astronautics》 EI 2005年第1期52-58,共7页
Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key... Ray casting algorithm can obtain a better quality image in volume rendering, however, it exists some problems, such as powerful computing capacity and slow rendering speed. How to improve the re-sampled speed is a key to speed up the ray casting algorithm. An algorithm is introduced to reduce matrix computation by matrix transformation characteristics of re-sampling points in a two coordinate system. The projection of 3-D datasets on image plane is adopted to reduce the number of rays. Utilizing boundary box technique avoids the sampling in empty voxel. By extending the Bresenham algorithm to three dimensions, each re-sampling point is calculated. Experimental results show that a two to three-fold improvement in rendering speed using the optimized algorithm, and the similar image quality to traditional algorithm can be achieved. The optimized algorithm can produce the required quality images, thus reducing the total operations and speeding up the volume rendering. 展开更多
关键词 volume rendering ray casting algorithm acceleration algorithm re-sampled algorithm
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Very-High Color Rendering Index Hybrid White Organic Light-Emitting Diodes with Double Emitting Nanolayers 被引量:4
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作者 Baiquan Liu Miao Xu +6 位作者 Lei Wang Hong Tao Yueju Su Dongyu Gao Linfeng Lan Jianhua Zou Junbiao Peng 《Nano-Micro Letters》 SCIE EI CAS 2014年第4期335-339,共5页
A very-high color rendering index white organic light-emitting diode(WOLED) based on a simple structure was successfully fabricated. The optimized device exhibits a maximum total efficiency of 13.1 and 5.4 lm/W at 1,0... A very-high color rendering index white organic light-emitting diode(WOLED) based on a simple structure was successfully fabricated. The optimized device exhibits a maximum total efficiency of 13.1 and 5.4 lm/W at 1,000 cd/m2. A peak color rendering index of 90 and a relatively stable color during a wide range of luminance were obtained. In addition, it was demonstrated that the 4,40,400-tri(9-carbazoyl) triphenylamine host influenced strongly the performance of this WOLED.These results may be beneficial to the design of both material and device architecture for high-performance WOLED. 展开更多
关键词 White light HYBRID Color rendering index Organic light-emitting diodes Double emitting nanolayers
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A Mixed-Depth Visual Rendering Method for Bleeding Simulation 被引量:1
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作者 Wen Shi Peter Xiaoping Liu Minhua Zheng 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2019年第4期917-925,共9页
The visual fidelity of bleeding simulation in a surgical simulator is critical since it will affect not only the degree of visual realism,but also the user’s medical judgment and treatment in real-life settings.The c... The visual fidelity of bleeding simulation in a surgical simulator is critical since it will affect not only the degree of visual realism,but also the user’s medical judgment and treatment in real-life settings.The conventional marching cubes surface rendering algorithm provides excellent visual effect in rendering gushing blood,however,it is insufficient for blood flow,which is very common in surgical procedures,since in this case the rendered surface and depth textures of blood are rough.In this paper,we propose a new method called the mixed depth rendering for rendering blood flow in surgical simulation.A smooth height field is created to minimize the height difference between neighboring particles on the bleeding surface.The color and transparency of each bleeding area are determined by the number of bleeding particles,which is consistent with the real visual effect.In addition,there is no much extra computational cost.The rendering of blood flow in a variety of surgical scenarios shows that visual feedback is much improved.The proposed mixed depth rendering method is also used in a neurosurgery simulator that we developed. 展开更多
关键词 BLEEDING SIMULATION BLEEDING suction rendering algorithm MARCHING cubes MIXED DEPTH rendering
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Cluster parallel rendering based on encoded mesh 被引量:3
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作者 QIN Ai-hong XIONG Hua +2 位作者 PENG Hao-yu LIU Zhen SHI Jiao-ying 《Journal of Zhejiang University-Science A(Applied Physics & Engineering)》 SCIE EI CAS CSCD 2006年第7期1124-1133,共10页
Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compressio... Use of compressed mesh in parallel rendering architecture is still an unexplored area, the main challenge of which is to partition and sort the encoded mesh in compression-domain. This paper presents a mesh compression scheme PRMC (Parallel Rendering based Mesh Compression) supplying encoded meshes that can be partitioned and sorted in parallel rendering system even in encoded-domain. First, we segment the mesh into submeshes and clip the submeshes’ boundary into Runs, and then piecewise compress the submeshes and Runs respectively. With the help of several auxiliary index tables, compressed submeshes and Runs can serve as rendering primitives in parallel rendering system. Based on PRMC, we design and implement a parallel rendering architecture. Compared with uncompressed representation, experimental results showed that PRMC meshes applied in cluster parallel rendering system can dramatically reduce the communication requirement. 展开更多
关键词 CLUSTER Parallel rendering rendering Compression algorithm Mesh coding Mesh segmentation
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使用Light Field Rendering实现森林的实时渲染及光照算法
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作者 方震 杨红雨 林毅 《四川大学学报(自然科学版)》 CAS CSCD 北大核心 2016年第6期1241-1246,共6页
森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征... 森林的实时渲染及光照是视景系统中的一个难题.基于图像的渲染方法(IBR)由于渲染速度与模型复杂度无关,被广泛应用于场景重建.基于光流场(Light Field Rendering)的IBR技术,提出一种迭代投射算法来进行外形重建,实现了具有实时光影特征的森林效果.实验表明该算法结合了传统迭代、投射算法各自的优点,在质量和效率方面取得了平衡. 展开更多
关键词 森林渲染及光照 基于图像的渲染方法 光流场 迭代投射算法
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Introducing Cinematic Rendering: A Novel Technique for Post-Processing Medical Imaging Data 被引量:2
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作者 Franz A. Fellner 《Journal of Biomedical Science and Engineering》 2016年第3期170-175,共6页
Since the 1980s, various techniques have been used in the field of medicine for the post-processing of medical imaging data from computed tomography (CT) and magnetic resonance (MR). They include multiplanar reformati... Since the 1980s, various techniques have been used in the field of medicine for the post-processing of medical imaging data from computed tomography (CT) and magnetic resonance (MR). They include multiplanar reformations (MPR), maximum intensity projection (MIP) and Volume Rendering (VR). This paper presents the prototype of a new means of post-processing radiological examinations such as CT and MR, a technique that, for the first time, provides photorealistic visualizations of the human body. This new procedure was inspired by the quality of images achieved by animation software such as programs used in the entertainment industry, particularly to produce animated films. Thus, the name: Cinematic Rendering. It is already foreseeable that this new method of depiction will quickly be incorporated into the set of instruments employed in socalled virtual anatomy (teaching anatomy through the use of radiological depictions of the human body via X-ray, CT and MR in addition to the use of computer animation programs designed especially for human anatomy). Its potential for medical applications will have to be evaluated by future scientific investigations. 展开更多
关键词 Cinematic rendering Volume rendering Virtual Anatomy Computed Tomography (CT) Magnetic Resonance (MR)
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Terrain Rendering LOD Algorithm Based on Improved Restrictive Quadtree Segmentation and Variation Coefficient of Elevation 被引量:2
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作者 Zhenwu Wang Xiaohua Lu 《Journal of Beijing Institute of Technology》 EI CAS 2018年第4期617-622,共6页
Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of eleva... Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm. 展开更多
关键词 terrain data model simplification crack disposal level of detail(LOD)terrain rendering algorithm variation coefficient of elevation node evaluation function restrictive quadtree segmentation
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Virtual Anatomy: The Dissecting Theatre of the Future—Implementation of Cinematic Rendering in a Large 8 K High-Resolution Projection Environment 被引量:1
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作者 Franz A. Fellner Klaus Engel Christoph Kremer 《Journal of Biomedical Science and Engineering》 2017年第8期367-375,共9页
Modern computer techniques have been in use for several years to generate three-dimensional visualizations of human anatomy. Very good 3-D computer models of the human body are now available and used routinely in anat... Modern computer techniques have been in use for several years to generate three-dimensional visualizations of human anatomy. Very good 3-D computer models of the human body are now available and used routinely in anatomy instruction. These techniques are subsumed under the heading “virtual anatomy” to distinguish them from the conventional study of anatomy entailing cadavers and anatomy textbooks. Moreover, other imaging procedures (X-ray, angiography, CT and MR) are also used in virtual anatomy instruction. A recently introduced three-dimensional post-processing technique named Cinematic Rendering now makes it possible to use the output of routine CT and MR examinations as the basis for highly photo-realistic 3-D depictions of human anatomy. We have installed Cinematic Rendering (enabled for stereoscopy) in a high-definition 8K 3-D projection space that accommodates an audience of 150. The space’s projection surface measures 16 × 9 meters;images can be projected on both the front wall and the floor. A game controller can be used to operate Cinematic Rendering software so that it can generate interactive real-time depictions of human anatomy on the basis of CT and MR data sets. This prototype installation was implemented without technical problems;in day-to-day, real-world use over a period of 22 months, there were no impairments of service due to software crashes or other technical problems. We are already employing this installation routinely for educational offerings open to the public, courses for students in the health professions, and (continuing) professional education units for medical interns, residents and specialists—in, so to speak, the dissecting theater of the future. 展开更多
关键词 Virtual Anatomy Education CINEMATIC rendering (CR) Volume rendering (VR) HIGH-RESOLUTION 3D Display COMPUTED Tomography (CT) Magnetic Resonance (MR)
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