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Hybrid visibility compositing and masking for illustrative rendering
Computers & Graphics ( IF 2.5 ) Pub Date : 2010-08-01 , DOI: 10.1016/j.cag.2010.04.003
Stefan Bruckner 1 , Peter Rautek , Ivan Viola , Mike Roberts , Mario Costa Sousa , M Eduard Gröller
Affiliation  

In this paper, we introduce a novel framework for the compositing of interactively rendered 3D layers tailored to the needs of scientific illustration. Currently, traditional scientific illustrations are produced in a series of composition stages, combining different pictorial elements using 2D digital layering. Our approach extends the layer metaphor into 3D without giving up the advantages of 2D methods. The new compositing approach allows for effects such as selective transparency, occlusion overrides, and soft depth buffering. Furthermore, we show how common manipulation techniques such as masking can be integrated into this concept. These tools behave just like in 2D, but their influence extends beyond a single viewpoint. Since the presented approach makes no assumptions about the underlying rendering algorithms, layers can be generated based on polygonal geometry, volumetric data, point-based representations, or others. Our implementation exploits current graphics hardware and permits real-time interaction and rendering.

中文翻译:

用于说明性渲染的混合可见性合成和遮罩

在本文中,我们介绍了一种新颖的框架,用于合成交互式渲染的 3D 图层,以满足科学插图的需求。目前,传统的科学插图是在一系列构图阶段制作的,使用 2D 数字分层组合不同的图画元素。我们的方法在不放弃 2D 方法的优势的情况下将层隐喻扩展到 3D。新的合成方法支持选择性透明度、遮挡覆盖和软深度缓冲等效果。此外,我们展示了如何将诸如掩码之类的常见操作技术集成到这个概念中。这些工具的行为就像在 2D 中一样,但它们的影响超出了单个视点。由于所提出的方法不对底层渲染算法做任何假设,可以基于多边形几何、体积数据、基于点的表示或其他方式生成图层。我们的实现利用了当前的图形硬件并允许实时交互和渲染。
更新日期:2010-08-01
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