基于扩展各向异性棋盘距离的均匀区域编码加速体绘制

A. Es, H. Keles, Veysi Isler
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引用次数: 3

摘要

射线遍历是体射线投射中最耗时的部分。本文介绍了一种用于直接体绘制的加速技术,该技术使用GPU友好的数据结构来减少遍历时间。利用扩展各向异性棋盘距离(EACD)变换对体积中的空区域和均匀区域进行编码。通过EACD编码,在GPU上以最小分支的方式有效地处理了空白区域和属于同质区域的样本。除了跳过空白空间外,该方法还使用射线积分分解减少了齐次区域内的采样操作。该算法一步综合均匀区域的光学特性,然后直接跳到下一个区域。我们表明,我们的方法可以比原始光线投射器快6倍以上,而不会造成任何可见的图像质量损失。
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Accelerated volume rendering with homogeneous region encoding using extended anisotropic chessboard distance on GPU
Ray traversal is the most time consuming part in volume ray casting. In this paper, an acceleration technique for direct volume rendering is introduced, which uses a GPU friendly data structure to reduce traversal time. Empty regions and homogeneous regions in the volume is encoded using extended anisotropic chessboard distance (EACD) transformation. By means of EACD encoding, both the empty spaces and samples belonging to the homogeneous regions are processed efficiently on GPU with minimum branching. In addition to skipping empty spaces, this method reduces the sampling operation inside a homegeneous region using ray integral factorization. The proposed algorithm integrates the optical properties in the homogeneous regions in one step and leaps directly to the next region. We show that our method can work more than 6 times faster than primitive ray caster without any visible loss in image quality.
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