Empty space skipping and occlusion clipping for texture-based volume rendering

Wei Li, K. Mueller, A. Kaufman
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引用次数: 146

Abstract

We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also present an algorithm that computes incrementally the intersection of the volume with the slicing planes, which avoids the overhead of the intersection and texture coordinates computation introduced by the partitioning. Rendering with empty space skipping is 2 to 5 times faster than without it. To skip occluded voxels, we introduce the concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection. The map is updated efficiently by the GPU. The sub-volumes are then culled and clipped against the opacity map. We also present a method that adaptively adjusts the optimal number of the opacity map updates. With occlusion clipping, about 60% of non-empty voxels can be skipped and an additional 80% speedup on average is gained for iso-surface-like rendering.
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基于纹理的体渲染的空白空间跳过和遮挡裁剪
我们提出了通过跳过不可见体素来加速基于纹理的体渲染的方法。我们将体积划分为子体积,每个子体积包含具有相似属性的体素。仅由传递函数映射为空的体素组成的子卷将被跳过。为了使自适应划分的子体按可见性顺序呈现,我们将它们重组成一棵正交的BSP树。我们还提出了一种增量计算体与切片平面交点的算法,避免了分割带来的交点和纹理坐标计算的开销。使用空格跳转的渲染速度比不使用它的渲染速度快2到5倍。为了跳过遮挡体素,我们引入了正交不透明度图的概念,该概念简化了体坐标与不透明度图坐标之间的转换,在遮挡检测中被广泛使用。通过GPU有效地更新地图。然后,根据不透明度地图对子体量进行剔除和裁剪。我们还提出了一种自适应调整最优不透明贴图更新次数的方法。通过遮挡裁剪,可以跳过大约60%的非空体素,并且对于类似于等表面的渲染,平均可以获得额外80%的加速。
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