Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes

John Hable, J. Rossignac
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引用次数: 73

Abstract

By combining depth peeling with a linear formulation of a Boolean expression called Blist, the Blister algorithm renders an arbitrary CSG model of n primitives in at most k steps, where k is the number of depth-layers in the arrangement of the primitives. Each step starts by rendering each primitive to produce candidate surfels on the next depth-layer. Then, it renders the primitives again, one at a time, to classify the candidate surfels against the primitive and to evaluate the Boolean expression directly on the GPU. Since Blist does not expand the CSG expression into a disjunctive (sum-of-products) form, Blister has O(kn) time complexity. We explain the Blist formulation while providing algorithms for CSG-to-Blist conversion and Blist-based parallel surfel classification. We report real-time performance for nontrivial CSG models. On hardware with an 8-bit stencil buffer, we can render all possible CSG expressions with 3909 primitives.
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水泡:基于gpu的自由形状三角形布尔组合渲染
通过将深度剥离与称为Blist的布尔表达式的线性公式相结合,Blister算法在最多k步中呈现包含n个原语的任意CSG模型,其中k是原语排列中的深度层数。每一步都从渲染每个原语开始,以在下一个深度层上生成候选冲浪。然后,它再次呈现原语,一次一个,根据原语对候选冲浪进行分类,并直接在GPU上计算布尔表达式。由于Blist没有将CSG表达式展开为析取(积和)形式,因此Blister的时间复杂度为0 (kn)。我们解释了Blist公式,同时提供了CSG-to-Blist转换算法和基于Blist的并行冲浪分类算法。我们报告了非平凡CSG模型的实时性能。在具有8位模板缓冲区的硬件上,我们可以用3909个原语呈现所有可能的CSG表达式。
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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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