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用于虚拟现实的基于耦合自适应立方体贴图光线步进的体积密度场高效双目渲染

Efficient Binocular Rendering of Volumetric Density Fields With Coupled Adaptive Cube-Map Ray Marching for Virtual Reality.

作者信息

Xu Tianchen, Ren Xiaohua, Yang Jiale, Sheng Bin, Wu Enhua

出版信息

IEEE Trans Vis Comput Graph. 2024 Oct;30(10):6625-6638. doi: 10.1109/TVCG.2023.3322416. Epub 2024 Sep 4.

Abstract

Creating visualizations of multiple volumetric density fields is demanding in virtual reality (VR) applications, which often include divergent volumetric density distributions mixed with geometric models and physics-based simulations. Real-time rendering of such complex environments poses significant challenges for rendering quality and performance. This article presents a novel scheme for efficient real-time rendering of varying translucent volumetric density fields with global illumination (GI) effects on high-resolution binocular VR displays. Our scheme proposes creative solutions to address three challenges involved in the target problem. First, to tackle the doubled heavy workloads of binocular ray marching, we explore the anti-aliasing principles and more advanced potentials of ray marching on interior cube-map faces, and propose a coupled ray-marching technique that converges to multi-resolution cube maps with interleaved adaptive sampling. Second, we devise a fully dynamic ambient GI approximation method that leverages spherical-harmonics (SH) transform information of the phase function to reduce the huge amount of ray sampling required for GI while ensuring fidelity. The method catalyzes spatial ray-marching reuse and adaptive temporal accumulation. Third, we deploy a two-phase ray-tracing algorithm with a tiled k-buffer to achieve fast processing of order-independent transparency (OIT) for multiple volume instances. Consequently, high-quality and high-performance real-time dynamic volume rendering can be achieved under constrained budgets controlled by developers. As our solution supports mixed mesh-volume rendering, the test results prove the practical usefulness of our approach for high-resolution binocular VR rendering on hybrid multi-volumetric and geometric environments.

摘要

在虚拟现实(VR)应用中,创建多个体积密度场的可视化颇具挑战性,这些应用通常包含与几何模型和基于物理的模拟混合在一起的发散体积密度分布。对此类复杂环境进行实时渲染对渲染质量和性能提出了重大挑战。本文提出了一种新颖的方案,用于在高分辨率双目VR显示器上对具有全局光照(GI)效果的变化半透明体积密度场进行高效实时渲染。我们的方案提出了创新性的解决方案,以应对目标问题中涉及的三个挑战。首先,为了解决双目光线步进的双重繁重工作量,我们探索了光线步进在内部立方体贴图面上的抗锯齿原理和更先进的潜力,并提出了一种耦合光线步进技术,该技术通过交错自适应采样收敛到多分辨率立方体贴图。其次,我们设计了一种完全动态的环境GI近似方法,该方法利用相位函数的球谐(SH)变换信息来减少GI所需的大量光线采样,同时确保保真度。该方法促进了空间光线步进的重用和自适应时间累积。第三,我们部署了一种带有平铺k缓冲区的两阶段光线追踪算法,以实现对多个体积实例的与顺序无关的透明度(OIT)的快速处理。因此,在开发人员控制的有限预算下,可以实现高质量和高性能的实时动态体绘制。由于我们的解决方案支持混合网格-体绘制,测试结果证明了我们的方法在混合多体积和几何环境下进行高分辨率双目VR渲染的实际实用性。

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