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引用次数: 0
摘要
众所周知,隐含体能够表现任意拓扑结构的平滑形状,这要归功于使用一种叫做 blobtree 的结构对基元进行分层组合。我们提出了一种新的基于瓦片的渲染管道,非常适合建模场景,即在更新基元参数时无需进行预处理。在使用近似带符号距离场(Lipschitz 边界接近 1 的场)时,我们依靠紧凑、平滑的 CSG 算子(从标准有界算子扩展而来),为 blobtree 的所有基元计算紧密的增强边界体积。该流水线依靠低分辨率的 A 型缓冲区来存储给定屏幕磁贴中感兴趣的基元。然后在光线处理过程中使用 A 缓冲区来同步子信道内的线程。这样就能在工作组内进行连贯的实地评估。我们使用自下而上的稀疏树遍历来即时修剪 Blobtree,这样就能将字段评估复杂度与整个 Blobtree 的大小区分开来。射线处理本身是通过球体追踪算法完成的。该管道可以很好地扩展到由数千个基元组成的体积。
Synchronized tracing of primitive-based implicit volumes
Implicit volumes are known for their ability to represent smooth shapes of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields (fields with Lipschitz bound close to 1), we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight augmented bounding volume for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere tracing algorithm. The pipeline scales well to volumes consisting of thousands of primitives.
期刊介绍:
ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.