An Architecture for Interactive Tetrahedral Volume Rendering

An Architecture for Interactive Tetrahedral Volume Rendering
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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:
IEEE VGTC / Eurographics International Symposium on Volume Graphics
影响因子:
--
通讯作者:
H. Wolters
H. Wolters
中科院分区:
--
文献类型:
--
作者:
D. King;C. Wittenbrink;H. Wolters

文献摘要

被引文献

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我们提出了一种用于交互式非结构化体渲染的新架构。我们的系统将与顺序无关的透明度和体积扫描转换所需的所有计算从 CPU 转移到图形硬件,并且不需要软件排序过程。因此,它为体数据提供的优点与三角形处理硬件为曲面提供的优点相同。为了解决剩下的瓶颈——主内存和图形处理器之间的带宽——我们引入了两个新的基元:四面体条和四面体扇。这些基元可以提高渲染四面体网格的性能,类似于渲染三角形网格时三角形条和扇形的改进。我们提供了生成四面体条的新技术,在代表性数据集上平均条带长度为 17。我们的架构和新基元的综合效果是,与三角形图形硬件方法相比,性能提高了 72 到 85 倍。这些改进使得在交互式应用程序中使用体积四面体网格成为可能。
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.