Neuhauser Christoph, Wang Junpeng, Westermann Rudiger
IEEE Trans Vis Comput Graph. 2021 Aug;27(8):3505-3518. doi: 10.1109/TVCG.2021.3074607. Epub 2021 Jun 30.
The visual inspection of a hexahedral mesh with respect to element quality is difficult due to clutter and occlusions that are produced when rendering all element faces or their edges simultaneously. Current approaches overcome this problem by using focus on specific elements that are then rendered opaque, and carving away all elements occluding their view. In this work, we make use of advanced GPU shader functionality to generate a focus+context rendering that highlights the elements in a selected region and simultaneously conveys the global mesh structure and deformation field. To achieve this, we propose a gradual transition from edge-based focus rendering to volumetric context rendering, by combining fragment shader-based edge and face rendering with per-pixel fragment lists. A fragment shader smoothly transitions between wireframe and face-based rendering, including focus-dependent rendering style and depth-dependent edge thickness and halos, and per-pixel fragment lists are used to blend fragments in correct visibility order. To maintain the global mesh structure in the context regions, we propose a new method to construct a sheet-based level-of-detail hierarchy and smoothly blend it with volumetric information. The user guides the exploration process by moving a lens-like hotspot. Since all operations are performed on the GPU, interactive frame rates are achieved even for large meshes.
由于在同时渲染所有单元面或其边时会产生杂乱和遮挡,因此对六面体网格的单元质量进行视觉检查很困难。当前的方法通过聚焦于特定单元来克服这个问题,这些特定单元随后被渲染为不透明,并剔除所有遮挡其视图的单元。在这项工作中,我们利用先进的GPU着色器功能来生成聚焦+上下文渲染,突出显示选定区域中的单元,同时传达全局网格结构和变形场。为了实现这一点,我们提出了一种从基于边的聚焦渲染到体上下文渲染的渐进过渡方法,通过将基于片段着色器的边和面渲染与逐像素片段列表相结合。片段着色器在线框渲染和基于面的渲染之间平滑过渡,包括与聚焦相关的渲染样式以及与深度相关的边厚度和光晕,并且使用逐像素片段列表以正确的可见性顺序混合片段。为了在上下文区域中保持全局网格结构,我们提出了一种新方法来构建基于面片的细节层次结构,并将其与体信息平滑混合。用户通过移动类似镜头的热点来引导探索过程。由于所有操作都在GPU上执行,即使对于大型网格也能实现交互式帧率。