一种八叉树编码加速的3D纹理体绘制算法  被引量:4

An Accelerating Algorithm for 3D Texture Volume Rendering with Octree Encoding

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作  者:邹华[1] 高新波[1] 吕新荣[1] 

机构地区:[1]西安电子科技大学电子工程学院,西安710071

出  处:《西安交通大学学报》2008年第12期1490-1494,共5页Journal of Xi'an Jiaotong University

基  金:国家重点基础研究发展规划资助项目(2006CB705700);国家自然科学基金资助项目(60771068);教育部长江学者和创新团队支持计划资助项目(IRT0645)

摘  要:针对后分类3D纹理体绘制算法在数据量较大或片元着色程序较复杂时绘制速度较慢的问题,提出了一种基于八叉树编码的加速算法.首先设置八叉树的高度,并根据空间位置对体数据逐层剖分,然后构建八叉树,用八叉树结点来保存生成子块的相关信息,最后遍历八叉树来实现空间跳跃,减少了在体数据内采样生成的片元数量,从而缩短了GPU对片元进行着色、测试、混合等处理的时间.实验结果表明,该算法可应用于不同片元程序的纹理体绘制中,绘制速度均在10帧/s以上,与自适应分块加速算法相比,该算法能获得平均3.7的高加速比.In order to accelerate the 3D texture volume rendering algorithm with post-classification, whose speed is somewhat slow when volume dataset is large or fragment shaders are complex, an octree encoding algorithm is proposed. The octree encoding algorithm is implemented in following steps. The octree level is set at first, and the volume data is subdivided level by level based on spatial positions. Then, the octree is constructed by storing the information of sub-blocks in octree nodes. Finally, the information in nodes is loaded for judging whether the corresponding sub-blocks should be rendered or skipped when the volume data is rendered by traversing the octree. The experimental results show that the method can be applied to 3D texture volume rendering by using different fragment programs with the rendering speed of 10 frames per second or higher and that the average speed ratio is 3. 8 which is higher than that of the adaptive partitioning algorithm.

关 键 词:3D纹理体绘制 八叉树 空间跳跃 后分类 

分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]

 

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