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Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH最新文献

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Efficient estimation of 3D Euclidean distance fields from 2D range images 从二维距离图像有效估计三维欧氏距离场
Sarah F. Frisken, R. N. Perry
Several existing algorithms for reconstructing 3D models from range data first approximate the object's 3D distance field to provide an implicit representation of the scanned object and then construct a surface model of the object using this distance field. In these existing approaches, computing and storing 3D distance values from range data contribute significantly to the computational and storage requirements. This paper presents an efficient method for estimating the 3D Euclidean distance field from 2D range images that can be used by any of these algorithms. The proposed method uses Adaptively Sampled Distance Fields to minimize the number of distance evaluations and significantly reduce storage requirements of the sampled distance field. The method is fast because much of the computation required to convert the line-of-sight range distances to Euclidean distances can be done during a pre-processing step in the 2D coordinate space of each range image.
现有的几种从距离数据重建三维模型的算法首先近似物体的三维距离场,以提供扫描物体的隐式表示,然后使用该距离场构建物体的表面模型。在这些现有的方法中,计算和存储来自距离数据的三维距离值对计算和存储需求有很大贡献。本文提出了一种从二维距离图像中估计三维欧氏距离场的有效方法,该方法可用于任何一种算法。该方法采用自适应距离域采样,最大限度地减少了距离评估的次数,显著降低了采样距离域的存储需求。该方法速度快,因为将视距距离转换为欧氏距离所需的大部分计算可以在每个距离图像的二维坐标空间的预处理步骤中完成。
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引用次数: 13
Tetrahedral projection using vertex shaders 使用顶点着色器的四面体投影
B. Wylie, K. Moreland, L. Fisk, Patricia J. Crossno
Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. The technique is based on Shirley and Tuchman's Projected Tetrahedra (PT) algorithm and allows tetrahedral elements to be volume scan converted within the graphics processing unit. Our technique requires no pre-processing of the data and no additional data structures. Our initial implementation allows interactive viewing of large unstructured datasets on a desktop personal computer.
体绘制的投影方法是当前非结构化数据集交互式可视化的最佳方法。我们提出了一种利用可编程顶点着色器在当前一代商用显卡上进行四面体投影的技术。该技术基于Shirley和Tuchman的投影四面体(PT)算法,并允许四面体元素在图形处理单元内进行体积扫描转换。我们的技术不需要对数据进行预处理,也不需要额外的数据结构。我们最初的实现允许在台式个人计算机上交互式查看大型非结构化数据集。
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引用次数: 94
Feature based volumetric video compression for interactive playback 交互式播放的基于特征的体积视频压缩
Bong-Soo Sohn, C. Bajaj, Vinay Siddavanahalli
In this paper, we describe a compression scheme for encoding time-varying isosurfaces and amorphous volumetric features (volumes within specified value ranges) in a unified way, which allows for on-line reconstruction and rendering. Since the size of even one frame in a time-varying data set is very large, transmission and online reconstruction are the main bottlenecks for interactive visualization of time-varying volume and surface data. To increase the run-time decompression speed and compression ratio, we decompose the volume into small blocks and encode only the significant blocks that contribute to the isosurface and volumetric features. The result shows that our compression scheme achieves high compression ratio with fast reconstruction, which is effective for client-side rendering of time-varying isosurfaces with amorphous volumetric features.
本文描述了一种统一编码时变等值面和无定形体积特征(特定值范围内的体积)的压缩方案,该方案允许在线重构和渲染。时变数据集中每一帧数据的大小都非常大,传输和在线重建是时变体积和曲面数据交互可视化的主要瓶颈。为了提高运行时的解压速度和压缩比,我们将体积分解成小块,只编码对等面和体积特征有贡献的重要块。结果表明,我们的压缩方案实现了高压缩比和快速重构,对于具有无定形体积特征的时变等值面的客户端渲染是有效的。
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引用次数: 43
Accelerating volume rendering with texture hulls 使用纹理外壳加速体渲染
Wei Li, A. Kaufman
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.
纹理映射硬件已经成功地用于体绘制。在本文中,我们提出了一种基于纹理的体绘制算法,该算法由纹理壳加速,避免了空体素的转移和合成。我们开发了有效地找到非空区域的所有边界矩形的方法,以及更准确地描述非空区域边界的边界轮廓的方法。边界形状被视为非空子纹理的外壳。在存储和渲染时跳过船体外的纹理。通过我们的加速,对于各种数据集,渲染速度要快2到12倍。
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引用次数: 18
A hardware-assisted hybrid rendering technique for interactive volume visualization 一种用于交互式体可视化的硬件辅助混合渲染技术
Brett Wilson, K. Ma, P. McCormick
The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In this paper we introduce a hybrid volume rendering technique based on the use of hardware texture mapping and point-based rendering. This approach allows us to leverage the performance of hardware-based volume rendering and the flexibility of a point-based rendering to generate a more efficient representation that makes possible interactive exploration of large-scale data using a single PC.
目前使用的科学模拟和三维成像系统正在产生从千兆字节到拍字节的大量数据。使用基于硬件的三维纹理的直接体绘制是交互式探索这些数据集的常用技术。这种方法最严重的缺点是可用的纹理内存有限。本文介绍了一种基于硬件纹理映射和点绘制的混合体绘制技术。这种方法使我们能够利用基于硬件的体积渲染的性能和基于点的渲染的灵活性来生成更有效的表示,使得使用单个PC对大规模数据进行交互式探索成为可能。
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引用次数: 27
Shading for Fourier volume rendering 用于傅里叶体渲染的阴影
A. Entezari, R. Scoggins, Torsten Möller, R. Machiraju
The work presented here describes two methods to incorporate viable illumination models into Fourier Volume Rendering (FVR). The lack of adequate illumination has been one of the impediments for the wide spread acceptance of FVR. Our first method adapts the Gamma Corrected Hemispherical Shading (GCHS) proposed by Scoggins et al. (2001) for FVR. We achieve interactive rendering for constant diffusive light sources. Our second method operates on data transformed by spherical harmonic functions. This latter approach allows for illumination under varying light directions. It should be noted that we only consider diffuse lighting in this paper. We demonstrate and compare the effect of these two new models on the rendered image and document speed and accuracy improvements.
本文介绍了两种将可行的照明模型合并到傅立叶体渲染(FVR)中的方法。缺乏足够的照明一直是FVR广泛接受的障碍之一。我们的第一种方法采用了Scoggins等人(2001)为FVR提出的伽玛校正半球阴影(GCHS)。我们实现了恒定漫射光源的交互渲染。我们的第二种方法处理由球调和函数变换的数据。后一种方法允许在不同的光方向下照明。需要注意的是,我们在本文中只考虑漫射照明。我们演示并比较了这两种新模型在渲染图像和文档速度和准确性方面的效果。
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引用次数: 27
期刊
Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH
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