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OLBVH: octree linear bounding volume hierarchy for volumetric meshes
The Visual Computer ( IF 3.0 ) Pub Date : 2020-07-06 , DOI: 10.1007/s00371-020-01886-6
Daniel Ströter , Johannes S. Mueller-Roemer , André Stork , Dieter W. Fellner

We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as well as volumetric mesh slicing and inside-outside intersection testing. Our novel octree-based data structure is laid out linearly in memory using space filling Morton curves. As our new data structure results in tightly fitting bounding volumes, boundary markers can be associated with nodes in the hierarchy. These markers can be used to speed up all three use cases that we examine. In addition, our data structure is memory-efficient, reducing memory consumption by up to 75%. Tree depth and memory consumption can be controlled using a parameterized heuristic during construction. This allows for significantly shorter construction times compared to the state of the art. For GPU-accelerated DVR, we achieve performance gain of 8.4 $$\times $$ × –13 $$\times $$ × . For 3D printing, we present an efficient conservative slicing method that results in a 3 $$\times $$ × –25 $$\times $$ × speedup when using our data structure. Furthermore, we improve volumetric mesh intersection testing speed by 5 $$\times $$ × –52 $$\times $$ × .

中文翻译:

OLBVH:体积网格的八叉树线性边界体积层次结构

我们为 GPU 加速的直接体积渲染 (DVR) 以及体积网格切片和内外相交测试提出了一种新颖的边界体积层次结构。我们新颖的基于八叉树的数据结构使用空间填充莫顿曲线在内存中线性布局。由于我们的新数据结构导致紧密拟合的边界体积,边界标记可以与层次结构中的节点相关联。这些标记可用于加速我们检查的所有三个用例。此外,我们的数据结构是内存高效的,最多可减少 75% 的内存消耗。可以在构造过程中使用参数化启发式方法控制树深度和内存消耗。与现有技术相比,这允许显着缩短施工时间。对于 GPU 加速的 DVR,我们实现了 8 的性能提升。4 $$\times $$ × –13 $$\times $$ × 。对于 3D 打印,我们提出了一种有效的保守切片方法,当使用我们的数据结构时,该方法可实现 3 $$\times $$ × –25 $$\times $$ × 加速。此外,我们将体积网格相交测试速度提高了 5 $$\times $$ × –52 $$\times $$ × 。
更新日期:2020-07-06
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