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硬件加速反走样体Splatting算法

A Hardware Accelerated Anti-aliasing Volume Splatting Algorithm

  • 摘要: 提出一个完全基于图形硬件实现的反走样体Splatting算法的全新框架利用可编程图形硬件中的顶点渲染器和像素渲染器实现距离相关的低通滤波核,获得透视投影下的Splatting体绘制算法的反走样利用规则体数据的空间分布规律和可编程图形流水线,提出一种增量式的压缩比为700的顶点数据压缩算法,将体素几何完全置于显存实验结果表明,文中算法在512×512的图像分辨率下,每秒可绘制300万个反走样体素.

     

    Abstract: This paper proposes a novel algorithm for anti-aliasing volume splatting on modern PC graphics hardware. By the method, the distance-dependent low-pass filter is introduced to avoid aliasing artifacts during perspective projection. A new screen-space formulation of the filter is derived with distance-dependent footprint. We show a reasonable improvement in the traditional textured splats method by implementing the algorithm using the programmable vertex and pixel shaders of newest graphics processing units (GPU). Moreover, we present a new incremental vertex compression technique which takes advantage of the regular spatial sampling property of data sets and achieves 700 times compression ratio. Experimental results demonstrate that our algorithm renders up to 3 million splats per second for a frame buffer resolution in 512×512.

     

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