Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering

C. Hofsetz, N. Max
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引用次数: 2

Abstract

This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by first pre-sorting primitives using three lists - one for each axis, and then combining them using graphics hardware, by either clipping the projected primitives while rendering, according to the current list being processed, or by rendering each list to a texture and merging the textures in the end. We show that our algorithm works by applying it to the splatting technique using several types of rendering, including classic splatting and volume rendering.
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基于点和体渲染的硬件辅助可视性排序
本文提出了一种加速算法的方法,该算法需要正确和完整的数据可见性排序来进行渲染。该技术的工作原理是,首先使用三个列表对原语进行预排序——每个轴一个,然后使用图形硬件将它们组合在一起,根据正在处理的当前列表,在渲染时裁剪投影的原语,或者将每个列表渲染到纹理并最终合并纹理。我们通过使用几种类型的渲染(包括经典喷溅和体渲染)将我们的算法应用于喷溅技术来证明我们的算法是有效的。
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