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Prefiltered antialiased lines using half-plane distance functions 使用半平面距离函数预滤波抗锯齿线
Pub Date : 2000-08-01 DOI: 10.1145/346876.348226
Bob McNamara, Joel McCormack, N. Jouppi
We describe a method to compute high-quality antialiased lines by adding a modest amount of hardware to a fragment generator based upon half-plane edge functions. (A fragment contains the information needed to paint one pixel of a line or a polygon.) We surround an antialiased line with four edge functions to create a long, thin, rectangle. We scale the edge functions so that they compute signed distances from the four edges. At each fragment within the antialiased line, the four distances to the fragment are combined and the result indexes an intensity table. The table is computed by convolving a filter kernel with a prototypical line at various distances from the line's edge. Because the convolutions aren't performed in hardware, we can use wider, more complex filters with better high-frequency rejection than the narrow box filter common to supersampling antialiasing hardware. The result is smoother antialiased lines. Our algorithm is parameterized by the line width and filter radius. These parameters do not affect the rendering algorithm, but only the setup of the edge functions. Our algorithm antialiases line endpoints without special handling. We exploit this to paint small blurry squares as approximations to small antialiased round points. We do not need a different fragment generator for antialiased lines, and so can take advantage of all optimizations introduced in the existing fragment generator.
我们描述了一种计算高质量抗锯齿线的方法,通过在基于半平面边缘函数的片段生成器中添加适量的硬件。(片段包含绘制直线或多边形的一个像素所需的信息。)我们用四个边缘函数包围一条抗锯齿线,以创建一个又长又细的矩形。我们缩放边缘函数,以便它们计算到四条边的带符号距离。在抗锯齿线内的每个碎片上,将到碎片的四个距离组合起来,并将结果索引为强度表。这个表是通过将一个滤波器核与一条离线边缘不同距离的原型线进行卷积来计算的。因为卷积不是在硬件中执行的,我们可以使用更宽,更复杂的滤波器,比超采样抗混叠硬件常见的窄框滤波器具有更好的高频抑制。结果是平滑的反锯齿线。我们的算法由线宽和滤波半径参数化。这些参数不影响渲染算法,而只影响边缘函数的设置。我们的算法在没有特殊处理的情况下反锯齿线端点。我们利用这一点来绘制小的模糊的正方形,作为小的反锯齿圆形点的近似值。对于反锯齿行,我们不需要一个不同的片段生成器,因此可以利用现有片段生成器中引入的所有优化。
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引用次数: 16
Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization 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
Pub Date : 2000-08-01 DOI: 10.1145/346876.348238
C. Rezk-Salama, Klaus Engel, M. Bauer, G. Greiner, T. Ertl
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.
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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引用次数: 307
GI-cube: an architecture for volumetric global illumination and rendering GI-cube:用于体积全局照明和渲染的架构
Pub Date : 2000-08-01 DOI: 10.1145/346876.348241
F. Dachille, A. Kaufman
The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host of ray-based volumetric processing. The algorithm reorders ray processing based on a partitioning of the volume. A cache enables efficient processing of coherent rays within a hardware pipeline. We study the flexibility and performance of this new architecture using both high and low level simulations.
体积渲染的功率和效用通过全局照明来提高。我们提出了一个硬件架构,GI-Cube,旨在加速体积渲染,增强体积全局照明,并实现一系列基于光线的体积处理。该算法基于体积的分区重新排序射线处理。缓存使硬件管道内相干射线的有效处理成为可能。我们使用高级和低级仿真来研究这种新架构的灵活性和性能。
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引用次数: 27
Single-pass full-screen hardware accelerated antialiasing 单次全屏硬件加速抗锯齿
Pub Date : 2000-08-01 DOI: 10.1145/346876.348225
Jin-Aeon Lee, L. Kim
This paper describes a modified A-buffer algorithm and its hardware architecture for single-pass full-screen antialiasing. For storage and management of fragments, a dynamic memory management scheme, which can be efficiently implemented by hardware is introduced. In the fragment resolving stage, a subpixel color-blending scheme that resolves subpixels simultaneously is used to correctly blend transparencies and resolve intersections of polygons in a pixel. A rasterization processor architecture, which can process multiple pixels simultaneously, is also presented. CR
本文介绍了一种改进的a -buffer算法及其硬件结构,用于单次全屏抗混叠。针对分片的存储和管理,提出了一种可由硬件高效实现的动态内存管理方案。在碎片分解阶段,采用同时分解子像素的亚像素混色方案,正确混合透明度和分解像素内多边形的交点。提出了一种可以同时处理多个像素点的光栅化处理器结构。CR
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引用次数: 14
A low-cost memory architecture for PCI-based interactive ray casting 一种基于pci的交互式光线投射的低成本存储器体系结构
Pub Date : 1999-07-01 DOI: 10.1145/311534.311566
M. Doggett, M. Meissner, Urs Kanus
In this paper we present a low-cost memory architecture running at 100 MHz which is suited for any PCI-based volume rendering accelerator using the ray-casting approach. Current SDRAM technology, parallel access to all voxels required for trilinear interpolation, a cubic addressing scheme, and a buffering mechanism accommodating memory latency are applied to achieve high frame-rates. A total of four off-the-shelf standard DIMM modules are required enabling up to 9 Hz (averaged over a representative set of views) for datasets of 256 voxels, using early ray termination as the only algorithmic optimization. The presented memory architecture is a good balance of cost versus feasibility on a standard PCI card accepting data replication and will be used for the VIZARD II ray casting accelerator. CR Categories: B.3.2 [Memory Structures]: Design Style, Associative and Cache Memories; I.3.1 [Computer Graphics]: Hardware Architecture, Graphics Processors; I.3.3 [Computer Graphics]: Picture/Image Generation, Display Algorithms
在本文中,我们提出了一个运行在100 MHz的低成本内存架构,该架构适用于使用光线投射方法的任何基于pci的体积渲染加速器。当前的SDRAM技术,对三线性插值所需的所有体素的并行访问,三次寻址方案和适应内存延迟的缓冲机制被应用于实现高帧率。对于256体素的数据集,总共需要四个现成的标准DIMM模块,可实现高达9 Hz(在代表性视图集上的平均值),使用早期射线终止作为唯一的算法优化。在接受数据复制的标准PCI卡上,所提出的内存架构很好地平衡了成本与可行性,并将用于VIZARD II射线投射加速器。CR分类:B.3.2[存储器结构]:设计风格、联想存储器和缓存存储器;I.3.1【计算机图形学】:硬件架构、图形处理器;I.3.3[计算机图形学]:图片/图像生成、显示算法
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引用次数: 9
TriangleCaster: extensions to 3D-texturing units for accelerated volume rendering TriangleCaster:扩展到3d纹理单位加速体渲染
Pub Date : 1999-07-01 DOI: 10.1145/311534.311570
G. Knittel
We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying algorithm uses only a slight mod$cation of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary. CCS
我们讨论了3d纹理单元的硬件扩展,这是非常小的,但仍然消除了一些实质性的性能限制,通常在使用3d纹理单元进行体渲染时发现。底层算法仅对现有方法进行了轻微的修改,限制了对应用软件的负面影响。特别是,该方法加快了合成操作,提高了纹理缓存效率,并允许早期射线终止和空白空间跳过。传统的治疗方法不能采用早期的射线终止。仿真表明,根据数据集属性,现成的低成本PC图形加速器的性能已经足以实现实时体积可视化。因此,在性能方面,trianglecaster扩展可以使专用的体积渲染加速器变得不必要。CCS
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引用次数: 7
Fast footprint MIPmapping 快速占用MIPmapping
Pub Date : 1999-07-01 DOI: 10.1145/311534.311572
Tobias Hüttner, W. Straßer
Fast Footprint MlPmapping Tobias Hiittner, Wolfgang Strafier WSI/GRIS, University of Tiibingen Mapping textures onto surfaces of computer-generated objects is a technique which greatly improves the realism of their appearance. In this paper, we describe a new method for efficient and fast texture filtering to prevent aliasing during texture mapping. This method, called Fast Footprint MIPmapping, is very flexible and can be adapted to the internal bandwrdth of a graphrcs system. It adopts the prefiltered MIPmap data structure of currently available trilinear MIPmapping implementatrons, but exploits the texels fetched from texture memory in a more optimal manner. Furthermore, like trilinear MIPmapping, fast footprint MIPmapping can easily be realized in hardware. It is sufficient to fetch only eight texels per textured pixel to achieve a significant improvement over classical trilinear MIPmapping. CR Categories: I.3 [1.3.3 Picture/Image Generation]: Antialiasing-Bitmap and framebuffer operationsVrewing algorithms I.3 [1.3.7 Three-Dimensional Graphics and Realism]: Color, shading, shadowing, and texture
Tobias Hiittner, Wolfgang Strafier WSI/GRIS, Tiibingen大学将纹理映射到计算机生成对象的表面上是一种大大提高其外观真实感的技术。本文提出了一种高效快速的纹理滤波方法,以防止纹理映射过程中的混叠现象。这种方法称为快速足迹MIPmapping,非常灵活,可以适应图形系统的内部带宽。它采用了现有的三线性MIPmap实现的预滤波MIPmap数据结构,但以更优的方式利用了从纹理存储器中获取的纹理。此外,与三线性MIPmapping一样,快速占用MIPmapping可以很容易地在硬件上实现。与经典的三线性MIPmapping相比,每个纹理像素仅获取8个纹理就足以实现显著的改进。CR分类:I.3[1.3.3图片/图像生成]:抗锯齿-位图和帧缓冲操作;rewing算法I.3[1.3.7三维图形和现实主义]:颜色,阴影,阴影和纹理
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引用次数: 21
Hybrid volume and polygon rendering with cube hardware 混合体和多边形渲染与立方体硬件
Pub Date : 1999-07-01 DOI: 10.1145/311534.311568
K. Kreeger, A. Kaufman
Hybrid Volume and Polygon Rendering with Cube Hardware Kevin Kreeger and Arie Kaufman* Center for Visual Computing (CVC) and Department of Computer Science State University of New York at Stony Brook Stony Brook, NY 11794-4400 We present two methods which connect today’s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with volumes on PC class machines, while ensuring the correct compositing order of all objects. Both implementations connect the two hardware acceleration subsystems at the frame buffer. One shares a common DRAM buffer and one run-length encodes images of thin slabs of polygonal data and then combines them in the Cube composite buffer In both realizations, we take advantage of the predictable ordered access to frame buffer storage that is utilized by Cube-5 and the rest of the family of volume rendering accelerators based on the Cube design. CR Categories: 1.3.1 [Computer Graphics]: Hardware Architecture-Graphics Processors; 1.3.3 [Computer Graphics]: Picture/Image Generation-Display algorithms; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism;
视觉计算中心(CVC)和纽约州立大学计算机科学系的Kevin Kreeger和Arie Kaufman*我们提出了两种方法,将当今的多边形图形硬件加速器连接到Cube-5体积渲染硬件,这是Cube4的继任者。提出的方法允许在PC级机器上混合不透明和半透明的多边形与体积。同时保证所有对象的正确合成顺序。两种实现都在帧缓冲区连接两个硬件加速子系统。在这两种实现中,我们都利用了Cube-5和其他基于Cube设计的体积渲染加速器所使用的对帧缓冲存储的可预测有序访问。CR分类:1.3.1[计算机图形学]:硬件架构-图形处理器;1.3.3【计算机图形学】:图片/图像生成-显示算法;1.3.7【计算机图形学】:三维图形和真实感;
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引用次数: 23
Multiresolution rendering with displacement mapping 多分辨率渲染与位移映射
Pub Date : 1999-07-01 DOI: 10.1145/311534.311578
S. Gumhold, Tobias Hüttner
In this paper, we present for the first time an approach for hardware accelerated displacement mapping. The displaced surface is generated from a 2D displacement map by remeshing a coarse triangle mesh according to the screen projection of the surface. The remeshing algorithm is implemented in hardware. Filtered access to the displacement map makes our approach competitive with available view dependent multiresolution techniques. The advantage of displacement mapping is the compact representation. A displacement mapped surface consumes together with all filter levels only a fraction of the storage space needed for a hardware compatible representation of an equivalent triangle mesh. A possible design of the displacement mapping rendering pipeline is proposed. Previously described hardware components are used as often as possible. Our approach can be smoothly integrated into all available graphics application programming interfaces. Most existing graphics applications can be extended to the new feature with marginal effort. CR Categories: I.3.1 [Computer Graphics]: Hardware Architecture—Raster display devices I.3.3 [Computer Graphics]: Picture/Image Generation—Bitmap and framebuffer operations, Display algorithms, Viewing algorithms I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, shading, shadowing, and texture
在本文中,我们首次提出了一种硬件加速位移映射方法。置换曲面是根据置换曲面的屏幕投影重新划分粗三角网格,从二维置换图中生成的。重网格算法在硬件上实现。对位移图的过滤访问使我们的方法与现有的依赖于视图的多分辨率技术相竞争。位移映射的优点是表示紧凑。位移映射表面与所有过滤器级别一起消耗的存储空间仅为等效三角形网格的硬件兼容表示所需的一小部分。提出了一种位移映射绘制流水线的设计方案。尽可能频繁地使用前面描述的硬件组件。我们的方法可以顺利地集成到所有可用的图形应用程序编程接口中。大多数现有的图形应用程序都可以轻松地扩展到新功能。CR分类:I.3.1[计算机图形学]:硬件架构-光栅显示设备I.3.3[计算机图形学]:图片/图像生成-位图和帧缓冲操作,显示算法,查看算法I.3.5[计算机图形学]:计算几何和对象建模-曲线,表面,实体和对象表示I.3.7[计算机图形学]:三维图形和现实主义-色彩,阴影,阴影和纹理
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引用次数: 48
Optimal depth buffer for low-cost graphics hardware 低成本图形硬件的最佳深度缓冲
Pub Date : 1999-07-01 DOI: 10.1145/311534.311579
Eugene Lapidous, Guofang Jiao
3D applications using hardware depth buffers for visibility testing are confronted with multiple choices of buffer types, sizes and formats. Some of the options are not exposed through 3D API or may be used by the driver without application’s knowledge. As a result, it becomes increasingly diffkult to select depth buffer optimal for desired balance between performance and precision. In this paper we provide comparative evaluation of depth precision for main depth buffer types with different size and format combinations. Results indicate that integer storage is preferred for some buffer types, while others achieve maximal depth resolution with floating-point format optimized for known scene parameters. We propose to give 3D applications full control of the depth buffer optimization by supporting multiple storage formats with the same buffer size and exposing them in 3D API. In the search for a unified depth buffer solution, we describe new type of the depth buffer and compare it with other options. Complementary floating-point Z buffer is a combination of a reversed-direction Z buffer and an optimal floating-point storage format. Non-linear mapping and storage format compensate each other’s effect on the depth precision; as a result, depth errors become significantly less dependent on the eye-space distance, improving depth resolution by the orders of magnitude in comparison with standard Z buffer. Results show that complementary Z buffer is also superior to inverse W buffer at any storage size. At 16 and 24 bits/pixel, average depth errors of complementary Z buffer remain 2 times larger than for true W buffer utilizing expensive high-precision per-pixel division. However, it provides absolutely best precision at 32 bits/pixel, when errors are limited by floating-point per-vertex input. Results suggest that complementary floating-point Z buffer can be considered as a candidate for replacement of both screen Z and inverse W buffers, at the same time making hardware investment in the true W buffer support less attractive. CR
使用硬件深度缓冲进行可见性测试的3D应用程序面临着缓冲类型、大小和格式的多种选择。一些选项没有通过3D API公开,或者可能在应用程序不知情的情况下被驱动程序使用。因此,在性能和精度之间选择最佳深度缓冲区变得越来越困难。本文对不同大小和格式组合的主要深度缓冲区类型的深度精度进行了比较评价。结果表明,对于某些缓冲区类型,整数存储是首选的,而其他缓冲区类型则使用针对已知场景参数优化的浮点格式来实现最大深度分辨率。我们建议通过支持具有相同缓冲区大小的多种存储格式并将其暴露在3D API中,从而使3D应用程序完全控制深度缓冲区优化。在寻找统一的深度缓冲区解决方案的过程中,我们描述了一种新的深度缓冲区,并将其与其他方案进行了比较。互补浮点Z缓冲区是反向Z缓冲区和最佳浮点存储格式的组合。非线性映射和存储格式相互补偿对深度精度的影响;因此,深度误差对眼距的依赖程度大大降低,与标准Z缓冲区相比,深度分辨率提高了几个数量级。结果表明,在任何存储大小下,互补型Z缓冲都优于逆型W缓冲。在16和24位/像素时,互补Z缓冲区的平均深度误差仍然比使用昂贵的高精度逐像素分割的真W缓冲区大2倍。然而,当错误受到每个顶点浮点数输入的限制时,它在32位/像素时提供了绝对最好的精度。结果表明,互补的浮点Z缓冲区可以被认为是替代屏幕Z和反向W缓冲区的候选对象,同时使对真W缓冲区支持的硬件投资不那么有吸引力。CR
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引用次数: 23
期刊
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
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