High precision non-binary voxelization of geometric objects

M. Srámek
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引用次数: 5

Abstract

Volume graphics represents a set of techniques aimed at modeling, manipulation and rendering of objects represented by means of a 3D raster of elementary volume primitives-voxels. It represents a viable alternative for the standard surface graphics, and as such, it provides us with a possibility to overcome some of its bottlenecks and to extend its capabilities even further. Namely, by means of voxelization, it decouples object specific issues from rendering and enables uniform representation of all objects by a single primitive, the voxel. Thus, instead of dealing with a number of different objects with specific features, a renderer processes only one primitive object, which simplifies its architecture and leads to a more effective implementation. Moreover, rendering is independent on the original number of objects and hence a complete independence on object and scene complexity is achieved. Voxelization, i.e. a conversion of object representation by means of analytic formulas to the discrete 3D raster stands in the core of volume graphics techniques. We present and critically analyze distance oriented techniques as a tool for alias free volumetric representation of geometric objects.
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几何对象的高精度非二进制体素化
体图形代表了一组旨在建模、操作和渲染对象的技术,这些对象由基本体素的三维光栅表示。它代表了标准表面图形的可行替代方案,因此,它为我们提供了克服其某些瓶颈并进一步扩展其功能的可能性。也就是说,通过体素化,它将对象特定的问题从渲染中解耦,并通过单个原语(体素)实现所有对象的统一表示。因此,渲染器只处理一个基本对象,而不是处理具有特定功能的许多不同对象,这简化了其体系结构并导致更有效的实现。此外,渲染与原始对象的数量无关,因此完全独立于对象和场景的复杂性。体素化,即通过解析公式将对象表示转换为离散的三维栅格,是体图技术的核心。我们提出并批判性地分析了面向距离的技术作为一种工具,用于无混叠的几何对象的体积表示。
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