High-Quality Rendering of Varying Isosurfaces with Cubic Trivariate C1-Continuous Splines

High-Quality Rendering of Varying Isosurfaces with Cubic Trivariate C1-Continuous Splines
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DOI:
10.1007/978-3-642-10331-5_56
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发表时间:
2009-11
期刊:
Comput. Aided Des.
影响因子:
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通讯作者:
T. Kalbe;T. Koch;M. Goesele
T. Kalbe;T. Koch;M. Goesele
中科院分区:
其他
文献类型:
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作者:
T. Kalbe;T. Koch;M. Goesele

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均匀四面体分区上的光滑三元样条非常适合于标量体数据等值面的高质量可视化。我们提出了一种新的绘制方法的基础上样条补丁与低总的程度,射线等值面相交计算使用高效的寻根算法。平滑变化的曲面法线直接从底层样条表示中提取。我们的方法是使用一个组合的CUDA和图形管道,并产生两个关键的优势,比以前的工作。首先,我们可以交互式地改变等值线,因为所有需要的处理步骤都在GPU上执行。其次,我们采用实例化,以减少着色器的复杂性,并尽量减少整体内存使用。特别地,这允许在GPU上实时地在运行中计算样条系数。
Smooth trivariate splines on uniform tetrahedral partitions are well suited for high-quality visualization of isosurfaces from scalar volumetric data. We propose a novel rendering approach based on spline patches with low total degree, for which ray-isosurface intersections are computed using efficient root finding algorithms. Smoothly varying surface normals are directly extracted from the underlying spline representation. Our approach is using a combined CUDA and graphics pipeline and yields two key advantages over previous work. First, we can interactively vary the isovalues since all required processing steps are performed on the GPU. Second, we employ instancing in order to reduce shader complexity and to minimize overall memory usage. In particular, this allows to compute the spline coefficients on-the-fly in real-time on the GPU.