Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization

C. Rezk-Salama, Klaus Engel, M. Bauer, G. Greiner, T. Ertl
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引用次数: 307

Abstract

Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial interpolation. In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how in ulti-texturing capabilitiesof modern consumer PC graphboards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to efficiently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.
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在标准PC图形硬件上使用多纹理和多阶段光栅化的交互式卷
交互式直接体绘制还局限于高端图形工作站和专用硬件,因为大量的三线性插值是获得高图像质量所必需的。使用标准PC硬件的2d纹理功能的实现通常渲染对象对齐的切片,以便用双线性插值代替三线性插值。然而,由于缺乏空间插值,得到的图像往往包含视觉伪影。在本文中,我们提出了新的渲染技术,显着提高了基于2d纹理的方法的性能和图像质量。我们将展示如何利用现代消费PC图形板的多纹理功能,在低成本硬件上实现交互式高质量的体积可视化。此外,我们还演示了如何使用多阶段光栅化硬件来有效地渲染阴影等值面,并以交互帧率计算半透明体渲染的漫射照明。
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