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大型CAD模型的交互式透明渲染

Interactive transparency rendering for large CAD models.

作者信息

Huang Jianbing, Carter Michael B

机构信息

UGS PLM Solutions, 2321 North Loop Drive, Ames, IA 50014, USA.

出版信息

IEEE Trans Vis Comput Graph. 2005 Sep-Oct;11(5):584-95. doi: 10.1109/TVCG.2005.82.

Abstract

Transparency is an important graphics effect that can be used to significantly increase the realism of the rendered scene or to enable more effective visual inspection in engineering visualization. In this paper, we propose achieving interactive transparency rendering of a static scene by sorting the triangles in back-to-front order on CPU and supplying the sorted triangles to the graphics pipeline for rendering on GPU hardware. Our sorting method sorts the triangles in object space and is built upon the Binary Space Partition (BSP) and depth-sort methods with its behavior readily tunable to exploit the strengths of both methods. We propose novel techniques to optimize the BSP construction process with respect to multiple factors including tree construction time, tree size, and expected sorting cost. We also propose an improved depth-sort algorithm that can produce correct depth order without triangle split when no cyclic occlusion exists. We demonstrate that the proposed system results in a penalty factor of 4-6 for various types of parts, among which the largest one has nearly 1.2 million triangles. In addition, the penalty factor may be further improved if sorting in CPU and rendering in GPU are executed in parallel. Two approximation strategies are also studied to test the practicality of our system against large CAD assemblies. Experimental results on an assembly containing over 16 million triangles distributed in about 10,000 transparent parts show that the proposed system still results in a penalty factor of 4-6 while producing few artifacts.

摘要

透明度是一种重要的图形效果,可用于显著提高渲染场景的真实感,或在工程可视化中实现更有效的视觉检查。在本文中,我们提出通过在CPU上按从后到前的顺序对三角形进行排序,并将排序后的三角形提供给图形管道以在GPU硬件上进行渲染,来实现静态场景的交互式透明度渲染。我们的排序方法在对象空间中对三角形进行排序,它基于二叉空间划分(BSP)和深度排序方法构建,其行为易于调整以利用这两种方法的优势。我们提出了新颖的技术,以针对包括树构建时间、树大小和预期排序成本在内的多个因素优化BSP构建过程。我们还提出了一种改进的深度排序算法,当不存在循环遮挡时,该算法可以在不进行三角形分割的情况下产生正确的深度顺序。我们证明,对于各种类型的零件,所提出的系统导致的惩罚因子为4至6,其中最大的零件有近120万个三角形。此外,如果在CPU中进行排序和在GPU中进行渲染并行执行,则惩罚因子可能会进一步提高。还研究了两种近似策略,以测试我们的系统针对大型CAD装配体的实用性。在一个包含超过1600万个三角形且分布在约10000个透明零件中的装配体上的实验结果表明,所提出的系统仍然导致惩罚因子为4至6,同时产生的伪像很少。

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