An Architecture for Interactive Tetrahedral Volume Rendering
An Architecture for Interactive Tetrahedral Volume Rendering
复制标题
交互式四面体体积渲染的架构
DOI:
10.2312/vg/vg01/163-181
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发表时间:
2001
期刊:
影响因子:
--
通讯作者:
H. Wolters
中科院分区:
文献类型:
--
作者:
D. King;C. Wittenbrink;H. Wolters
We present a new architecture for interactive unstructured volume rendering. Our system moves all the computations necessary for order-independent transparency and volume scan conversion from the CPU to the graphics hardware, and it makes a software sorting pass unnecessary. It therefore provides the same advantages for volume data that triangle-processing hardware provides for surfaces. To address a remaining bottleneck — the bandwidth between main memory and the graphics processor — we introduce two new primitives, tetrahedral strips and tetrahedral fans. These primitives allow performance improvements in rendering tetrahedral meshes similar to the improvements triangle strips and fans allow in rendering triangle meshes. We provide new techniques for generating tetrahedral strips that achieve, on the average, strip lengths of 17 on representative datasets. The combined effect of our architecture and new primitives is a 72 to 85 times increase in performance over triangle graphics hardware approaches. These improvements make it possible to use volumetric tetrahedral meshes in interactive applications.