一个使用o缓冲区的基于样本的渲染框架

Huamin Qu, A. Kaufman, R. Shao, Ankush Kumar
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引用次数: 7

摘要

我们提出了一种创新的建模和渲染原语,称为O-buffer,用于基于样本的图形,如图像,体积和点。2D或3D O-buffer本质上分别是传统的图像或体积,只是样本不受规则网格的限制。o缓冲区中的样本位置被记录为距离规则基网格最近的网格点的偏移量(因此称为o缓冲区)。为了紧凑的表示和高效的呈现,偏移量通常被量化。O-buffer将像素和体素从规则网格中解放出来,大大提高了图像和体的建模能力。它是一种半规则结构,有助于高效的施工和渲染。通过使用样本存储更多的空间信息,避免多次重采样和延迟重建到最终渲染阶段,可以提高图像质量。使用o缓冲区,可以为图像和体积开发更精确的多分辨率表示。它也可以用来表示和呈现非结构化的原语,如点、粒子、曲线或不规则的体积。因此,O-buffer是各种图形原语的统一表示,并支持在同一场景中混合它们。我们演示了O-buffer与分层O-buffer、分层深度O-buffer和混合体渲染O-buffer的有效性。
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A framework for sample-based rendering with O-buffers
We present an innovative modeling and rendering primitive, called the O-buffer, for sample-based graphics, such as images, volumes and points. The 2D or 3D O-buffer is in essence a conventional image or a volume, respectively, except that samples are not restricted to a regular grid. A sample position in the O-buffer is recorded as an offset to the nearest grid point of a regular base grid (hence the name O-buffer). The offset is typically quantized for compact representation and efficient rendering. The O-buffer emancipates pixels and voxels from the regular grids and can greatly improve the modeling power of images and volumes. It is a semi-regular structure which lends itself to efficient construction and rendering. Image quality can be improved by storing more spatial information with samples and by avoiding multiple resamplings and delaying reconstruction to the final rendering stage. Using O-buffers, more accurate multi-resolution representations can be developed for images and volumes. It can also be exploited to represent and render unstructured primitives, such as points, particles, curvilinear or irregular volumes. The O-buffer is therefore a uniform representation for a variety of graphics primitives and supports mixing them in the same scene. We demonstrate the effectiveness of the O-buffer with hierarchical O-buffers, layered depth O-buffers, and hybrid volume rendering with O-buffers.
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