Scientific Visualization Group, Linköping University, Sweden.
IEEE Trans Vis Comput Graph. 2011 Dec;17(12):2125-34. doi: 10.1109/TVCG.2011.211.
In recent years, many volumetric illumination models have been proposed, which have the potential to simulate advanced lighting effects and thus support improved image comprehension. Although volume ray-casting is widely accepted as the volume rendering technique which achieves the highest image quality, so far no volumetric illumination algorithm has been designed to be directly incorporated into the ray-casting process. In this paper we propose image plane sweep volume illumination (IPSVI), which allows the integration of advanced illumination effects into a GPU-based volume ray-caster by exploiting the plane sweep paradigm. Thus, we are able to reduce the problem complexity and achieve interactive frame rates, while supporting scattering as well as shadowing. Since all illumination computations are performed directly within a single rendering pass, IPSVI does not require any preprocessing nor does it need to store intermediate results within an illumination volume. It therefore has a significantly lower memory footprint than other techniques. This makes IPSVI directly applicable to large data sets. Furthermore, the integration into a GPU-based ray-caster allows for high image quality as well as improved rendering performance by exploiting early ray termination. This paper discusses the theory behind IPSVI, describes its implementation, demonstrates its visual results and provides performance measurements.
近年来,已经提出了许多体绘制光照模型,这些模型有可能模拟高级光照效果,从而支持改进的图像理解。尽管体光线投射被广泛认为是实现最高图像质量的体绘制技术,但到目前为止,还没有设计出直接纳入光线投射过程的体光照算法。在本文中,我们提出了基于图像平面扫描的体光照 (IPSVI),它通过利用平面扫描范例,允许将高级光照效果集成到基于 GPU 的体光线投射器中。因此,我们能够降低问题的复杂性并实现交互式帧率,同时支持散射和阴影。由于所有的光照计算都是在单个渲染通道中直接进行的,IPSVI 不需要任何预处理,也不需要在光照体积中存储中间结果。因此,它的内存占用比其他技术显著减少。这使得 IPSVI 可以直接应用于大型数据集。此外,将其集成到基于 GPU 的光线投射器中,通过利用早期光线终止,可以实现高质量的图像和改进的渲染性能。本文讨论了 IPSVI 的理论基础,描述了它的实现,演示了它的视觉效果,并提供了性能测量。