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RayCaching: Amortized Isosurface Rendering for Virtual Reality
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2019-06-25 , DOI: 10.1111/cgf.13762
F. Nysjö 1 , F. Malmberg 1 , I. Nyström 1
Affiliation  

Real‐time virtual reality requires efficient rendering methods to deal with high‐ resolution stereoscopic displays and low latency head‐tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real‐time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications.

中文翻译:

RayCaching:虚拟现实的摊销等值面渲染

实时虚拟现实需要高效的渲染方法来处理高分辨率立体显示和低延迟头部跟踪。我们提出的 RayCaching 方法通过在几帧上分摊光线投射并将主光线缓存为可以有效光栅化的小砖块来渲染大体积数据集的等值面。裁剪图形式的占用图提供细节级别,并确保仅缓存和渲染与等值面上可见点对应的砖块。来自次要光线的硬阴影和环境遮挡也会累积并存储在缓存中。我们的方法支持具有动态等值的实时等值面渲染,并允许以适合虚拟现实应用的帧速率对大体积数据集进行立体可视化和探索。
更新日期:2019-06-25
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