Far voxels: a multiresolution framework for interactive rendering of huge complex 3D models on commodity graphics platforms

E. Gobbetti, F. Marton
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引用次数: 170

Abstract

We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail framework. At preprocessing time, we generate a coarse volume hierarchy by binary space partitioning the input triangle soup. Leaf nodes partition the original data into chunks of a fixed maximum number of triangles, while inner nodes are discretized into a fixed number of cubical voxels. Each voxel contains a compact direction dependent approximation of the appearance of the associated volumetric subpart of the model when viewed from a distance. The approximation is constructed by a visibility aware algorithm that fits parametric shaders to samples obtained by casting rays against the full resolution dataset. At rendering time, the volumetric structure, maintained off-core, is refined and rendered in front-to-back order, exploiting vertex programs for GPU evaluation of view-dependent voxel representations, hardware occlusion queries for culling occluded subtrees, and asynchronous I/O for detecting and avoiding data access latencies. Since the granularity of the multiresolution structure is coarse, data management, traversal and occlusion culling cost is amortized over many graphics primitives. The efficiency and generality of the approach is demonstrated with the interactive rendering of extremely complex heterogeneous surface models on current commodity graphics platforms.
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远体素:一个多分辨率框架,用于在商品图形平台上交互渲染巨大复杂的3D模型
我们提出了一种有效的端到端岩心外构造和非常大的任意表面模型的交互检测方法。该方法将可见性剔除和核心外数据管理与细节级框架紧密集成。在预处理时,我们通过对输入三角形汤进行二进制空间划分,生成一个粗体积层次结构。叶子节点将原始数据划分为固定最大数量的三角形块,而内部节点则离散为固定数量的立方体体素。当从远处观察时,每个体素包含一个紧凑的方向依赖于模型相关体积子部分外观的近似值。这个近似是由一个可见度感知算法构建的,该算法将参数着色器与通过对全分辨率数据集投射光线获得的样本相匹配。在渲染时,在核外维护的体积结构被细化并按前后顺序渲染,利用顶点程序对视图相关体素表示进行GPU评估,利用硬件遮挡查询来剔除遮挡子树,利用异步I/O来检测和避免数据访问延迟。由于多分辨率结构的粒度较粗,数据管理、遍历和遮挡剔除的成本被平摊到许多图形基元上。通过对当前商品图形平台上极为复杂的异构曲面模型进行交互绘制,验证了该方法的有效性和通用性。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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