Kanzler Mathias, Rautenhaus Marc, Westermann Rudiger
IEEE Trans Vis Comput Graph. 2019 Jul;25(7):2378-2391. doi: 10.1109/TVCG.2018.2834372. Epub 2018 May 9.
We present a voxel-based rendering pipeline for large 3D line sets that employs GPU ray-casting to achieve scalable rendering including transparency and global illumination effects. Even for opaque lines we demonstrate superior rendering performance compared to GPU rasterization of lines, and when transparency is used we can interactively render amounts of lines that are infeasible to be rendered via rasterization. We propose a direction-preserving encoding of lines into a regular voxel grid, along with the quantization of directions using face-to-face connectivity in this grid. On the regular grid structure, parallel GPU ray-casting is used to determine visible fragments in correct visibility order. To enable interactive rendering of global illumination effects like low-frequency shadows and ambient occlusions, illumination simulation is performed during ray-casting on a level-of-detail (LoD) line representation that considers the number of lines and their lengths per voxel. In this way we can render effects which are very difficult to render via GPU rasterization. A detailed performance and quality evaluation compares our approach to rasterization-based rendering of lines.
我们提出了一种用于大型3D线集的基于体素的渲染管道,该管道采用GPU光线投射来实现包括透明度和全局光照效果在内的可扩展渲染。即使对于不透明的线,我们也展示出与线的GPU光栅化相比更优异的渲染性能,并且当使用透明度时,我们可以交互式渲染通过光栅化无法渲染的大量线条。我们提出将线进行方向保留编码到规则体素网格中,并在此网格中使用面对面连接对方向进行量化。在规则网格结构上,使用并行GPU光线投射以正确的可见性顺序确定可见片段。为了实现低频阴影和环境光遮挡等全局光照效果的交互式渲染,在光线投射期间对考虑每个体素中线的数量及其长度的细节层次(LoD)线表示进行光照模拟。通过这种方式,我们可以渲染通过GPU光栅化很难渲染的效果。详细的性能和质量评估将我们的方法与基于光栅化的线渲染进行了比较。