- 1、原创力文档(book118)网站文档一经付费(服务费),不意味着购买了该文档的版权,仅供个人/单位学习、研究之用,不得用于商业用途,未经授权,严禁复制、发行、汇编、翻译或者网络传播等,侵权必究。。
- 2、本站所有内容均由合作方或网友上传,本站不对文档的完整性、权威性及其观点立场正确性做任何保证或承诺!文档内容仅供研究参考,付费前请自行鉴别。如您付费,意味着您自己接受本站规则且自行承担风险,本站不退款、不进行额外附加服务;查看《如何避免下载的几个坑》。如果您已付费下载过本站文档,您可以点击 这里二次下载。
- 3、如文档侵犯商业秘密、侵犯著作权、侵犯人身权等,请点击“版权申诉”(推荐),也可以打举报电话:400-050-0827(电话支持时间:9:00-18:30)。
- 4、该文档为VIP文档,如果想要下载,成为VIP会员后,下载免费。
- 5、成为VIP后,下载本文档将扣除1次下载权益。下载后,不支持退款、换文档。如有疑问请联系我们。
- 6、成为VIP后,您将拥有八大权益,权益包括:VIP文档下载权益、阅读免打扰、文档格式转换、高级专利检索、专属身份标志、高级客服、多端互通、版权登记。
- 7、VIP文档为合作方或网友上传,每下载1次, 网站将根据用户上传文档的质量评分、类型等,对文档贡献者给予高额补贴、流量扶持。如果你也想贡献VIP文档。上传文档
查看更多
* Thank You! Acknowledgments Henning Scharsach, Christian Sigg, Daniel Weiskopf VRVis is funded by the Kplus program of the Austrian government Tetrahedral Grids Traditional (rasterization): Projected Tetrahedra Ray casting: store mesh in textures Propagate from cell to cell Ray/face intersection computations Pre-integration; (store current pos in texture) [Weiler et al.] Tetrahedral Grids fd Tetrahedral Grids dfd * * * * * * * * * * * * * * * * * * * * * * * * * * * * REAL-TIME VOLUME GRAPHICS Markus Hadwiger VRVis Research Center, Vienna Eurographics 2006 Real-Time Volume Graphics[04] GPU-Based Ray-Casting Talk Outline Why use ray-casting instead of slicing? Ray-casting of rectilinear (structured) grids Basic approaches on GPUs Basic acceleration methods Object-order empty space skipping Isosurface ray-casting Endoscopic ray-casting Why Ray-Casting on GPUs? Most GPU rendering is object-order (rasterization) Image-order is more “CPU-like” Recent fragment shader advances Simpler to implement Very flexible (e.g., adaptive sampling) Correct perspectiveprojection Can be implementedin single pass! Native 32-bitcompositing Where Is Correct Perspective Needed? Entering the volume Wide field of view Fly-throughs Virtual endoscopy Integration intoperspective scenes,e.g., games Recent GPU Ray-Casting Approaches Rectilinear grids [Krüger and Westermann, 2003] [R?ttger et al., 2003] [Green, 2004] (NVIDIA SDK Example) [Stegmaier et al., 2005] [Scharsach et al., 2006] Unstructured (tetrahedral) grids [Weiler et al., 2002, 2003, 2004] [Bernardon, 2004] Single-Pass Ray-Casting Enabled by conditional loops in fragment shaders (Shader Model 3; e.g., Geforce 6800, ATI X1800) Substitute multiple passes and early-z testing by single loop and early loop exit No compositing buffer: full 32-bit precision! NVIDIA example: compute rayintersections with bounding box,march along rays and composite Basic Ray Setup / Termination Two main approaches: Procedural ray/bo
您可能关注的文档
- password management strategies for online accounts.ppt
- patient safety challenges in a case strongstudystrong hospital – of.ppt
- pathways to economic wellbeing among teenage mothers in great.ppt
- payout policy in the 21st century - welcome to q group.ppt
- pebl web page classification without negative examples.ppt
- perceived trustworthiness of knowledge sources the moderating.ppt
- perception of temporal patterns - university of southern.ppt
- performance evaluation of the ieee 802.16 mac for qos support.ppt
- open access to biodiversity scientific data a comparative.ppt
- performance budgeting and accrual budgeting - oecd.ppt
- rfid security and privacy a strongresearchstrong survey.ppt
- root cause analysis of bgp dynamics - sahara project web page.ppt
- sas macros are the cure for quality control pains.ppt
- science students' critical examination of scientific.ppt
- scientific strongresearchstrong in education - cs.ndsu.nodak.edu.ppt
- self service technologies understanding customer satisfaction.ppt
- segundo harem - comum.rcaap.pt.ppt
- self similarity in world wide web traffic evidence and.ppt
- self-reported utilization of health care services improving.ppt
- self-induced transparency - the budker group.ppt
文档评论(0)