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Volumetric Real-Time Particle-Based Representation of Large Unstructured Tetrahedral Polygon Meshes

机译:大型非结构化四面体多边形网格的基于体积实时粒子表示

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In this paper we propose a particle-based volume rendering approach for unstructured, three-dimensional, tetrahedral polygon meshes. We stochastically generate millions of particles per second and project them on the screen in real-time. In contrast to previous rendering techniques of tetrahedral volume meshes, our method does not need a prior depth sorting of geometry. Instead, the rendered image is generated by choosing particles closest to the camera. Furthermore, we use spatial superimposing. Each pixel is constructed from multiple subpixels. This approach not only increases projection accuracy, but allows also a combination of subpixels into one superpixel that creates the well-known translucency effect of volume rendering. We show that our method is fast enough for the visualization of unstructured three-dimensional grids with hard real-time constraints and that it scales well for a high number of particles.
机译:在本文中,我们提出了一种用于非结构化三维四面体多边形网格的基于粒子的体绘制方法。我们每秒随机产生数百万个粒子,并将其实时投影到屏幕上。与以前的四面体体积网格渲染技术相比,我们的方法不需要事先对几何体进行深度排序。而是通过选择最接近相机的粒子来生成渲染图像。此外,我们使用空间叠加。每个像素由多个子像素构成。这种方法不仅可以提高投影精度,而且还可以将子像素组合成一个超像素,从而产生众所周知的体积渲染半透明效果。我们表明,我们的方法对于具有严格实时约束的非结构化三维网格的可视化速度足够快,并且对于大量粒子可以很好地缩放。

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