Georgii Joachim, Westermann Rüdiger
Computer Graphics & Visualization Group, Technische Universität München.
IEEE Trans Vis Comput Graph. 2006 Sep-Oct;12(5):1345-52. doi: 10.1109/tvcg.2006.110.
Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedral grids at interactive rates on commodity PCs. This paper extends on this work in that it presents a direct volume rendering method for such grids which supports both current and upcoming graphics hardware architectures, large and deformable grids, as well as different rendering options. At the core of our method is the idea to perform the sampling of tetrahedral elements along the view rays entirely in local barycentric coordinates. Then, sampling requires minimum GPU memory and texture access operations, and it maps efficiently onto a feed-forward pipeline of multiple stages performing computation and geometry construction. We propose to spawn rendered elements from one single vertex. This makes the method amenable to upcoming Direct3D 10 graphics hardware which allows to create geometry on the GPU. By only modifying the algorithm slightly it can be used to render per-pixel iso-surfaces and to perform tetrahedral cell projection. As our method neither requires any pre-processing nor an intermediate grid representation it can efficiently deal with dynamic and large 3D meshes.
算法和图形硬件的最新进展使得在商用个人电脑上以交互速率渲染四面体网格成为可能。本文在此基础上进行了扩展,提出了一种针对此类网格的直接体绘制方法,该方法支持当前和即将推出的图形硬件架构、大型和可变形网格以及不同的渲染选项。我们方法的核心思想是沿着视线方向在局部重心坐标中对四面体元素进行采样。这样,采样所需的GPU内存和纹理访问操作最少,并且能够高效地映射到执行计算和几何构建的多阶段前馈管道上。我们建议从单个顶点生成渲染元素。这使得该方法适用于即将推出的Direct3D 10图形硬件,该硬件允许在GPU上创建几何图形。只需对算法稍作修改,它就可以用于渲染逐像素等值面并执行四面体单元投影。由于我们的方法既不需要任何预处理,也不需要中间网格表示,因此它可以有效地处理动态和大型3D网格。