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1.
三维医学图像的体绘制技术综述   总被引:18,自引:1,他引:18  
在分析三维医学图形体绘制技术的基础上,描述了射线投射法、足迹法、剪切-曲变法、基于硬件的3D纹理映射、频域体绘制法和基于小波的体绘制等典型算法,给出了各类算法的性能评价,展望了体绘制技术研究的发展前景。  相似文献   

2.
基于纹理映射与Phong光照模型的体绘制加速算法   总被引:10,自引:0,他引:10       下载免费PDF全文
为了提高体绘制速度,提出了一种基于纹理映射、具有Phong光照效果的体绘制加速算法.该算法是根据Phong光照模型,利用一单位球面体来仿真相同光照绘制条件下的每一个体素的反射光强,首先形成一个以法线矢量为索引值的反射光强查寻表,再应用窗值变换的加速算法来计算体素的不透明度;然后采用纹理映射的方法将体素光强值与由不透明度组成的3D数据集从物体空间投射到观察空间,再沿视方向融合为3D图象.实验表明,这种3D旋转的明暗修正保证了体绘制中3D旋转几何变换的多视角观察的交互速度.由于该算法综合了体绘制软件算法数据处理与纹理映射硬件加速的优点,并用2D纹理映射与融合的方法实现了体数据的3D重建,因而不仅降低了对计算机硬件与软件环境的要求,而且在目前通用个人计算机上即可获得近似实时的交互绘制速度和良好的3D图象品质.据研究,该算法同样适用于3D纹理映射的体绘制方法.  相似文献   

3.
基于纹理映射与融合的医学体数据射线跟踪法   总被引:1,自引:1,他引:1  
提出一种基于2D纹理映射与纹理融合的射线跟踪法,原理是利用窗值变换将体数据转换为具有光强和不透明度信息的2D纹理序列集,将其从物体空间映射到观察空间,再沿视线方向按从后往前的次序将其融合为3D图像。该方法充分利用了现有通用微机显卡纹理映射的硬件加速技术,算法简洁、易于实现,可以生成具有X光透视效果的3D图像,降低了体绘制对计算机硬件的要求,在目前通用微机上即可获得交互的绘制速度和良好的3D图像品质。  相似文献   

4.
纹理映射体绘制技术的医学应用   总被引:1,自引:0,他引:1  
用Java 3D实现了基于纹理映射的体绘制.在对CT心脏断层图像经过预处理之后,通过软件的方法实现纹理映射,最后再现心脏的三维形体.实验证明,该方法能够实现纹理映射硬件的功能,降低了硬件成本.  相似文献   

5.
基于顶点编程的三维纹理硬件体绘制算法   总被引:1,自引:0,他引:1       下载免费PDF全文
为克服图形硬件对传统纹理映射体绘制的限制,提出并分析讨论了采用顶点编程来有效地实现基于纹理的体绘制中的切片组与包围盒相交过程的方法。这种新颖的技术能保证顶点处理器、片段处理器与内存宽带间工作量的平衡。同时,通过对梯度的实时计算来减少在传统纹理映射体绘制中巨大的内存消耗。最后应用这种技术结合空区域跳跃技术,有效地去除了体数据中的空区域,降低了硬件的负载,加速了体绘制的过程。测试表明对较大规模的体数据,该算法能较大地提高性能。  相似文献   

6.
高质量的三维纹理硬件体绘制   总被引:1,自引:0,他引:1       下载免费PDF全文
与光线投射法相比,传统的3D纹理体绘制算法通常难以产生高质量的图像。为了增强渲染图像的真实感与质量,在基于GPU(Graphics Processing Unit)的三维纹理体绘制过程中以交互的速率实现了体阴影效果,并考虑现实图像合成中的可视化感知,提出将基于GPU的高动态范围色调映射技术应用到体绘制得到的结果图片中。最后对一些体数据集进行绘制,实验表明这些技术较好地解决了传统纹理绘制方法的缺点,提高了图像的质量。  相似文献   

7.
陈寅秋  董金祥 《计算机工程》1998,24(8):14-15,67
介绍了一个新的基于纹理映射及Shear-warp变换的快速体绘制方法。所提出的方法吸收了纹理映射方法的长处,通过纹理硬件的加速,并在纹理装载时提出了可适应性的纹理分割方法,使该算法不受纹理内存的限制。在进行纹理映射时,通过剪切(Shear)变换和三维图象的分割,加快绘制速度。与多种经典的快速体绘制方法进行测试比较,该方法达到了交互的效果和更高的绘制速度。  相似文献   

8.
在体绘制过程中,为了给物质表面加入材质(光照和纹理)来提高结果的可读性,提出一种带材质的体绘制算法.通过引入2D球面光照贴图,用纹理映射替代了GPU中复杂的光照模型计算;利用物质表面单位法向量索引球面光照贴图中对应点的颜色信息,从而给物体表面赋予各种材质属性;并结合基于3D纹理的GPU光线投射算法完成绘制.实验结果表明,该算法简单易行,在增强可视化效果的同时使得绘制的效率也得到提升.  相似文献   

9.
一个新的基于3D纹理映射及Shear-warp变换的快速体绘制方法   总被引:1,自引:0,他引:1  
介绍了一个新的基于纹理映射及Shear-warp变换的快速体绘制方法。所提出的方法吸收了纹理映射方法的长处,通过纹理硬件的加速,并在纹理装载时提出了可适应性的纹理分割方法,使该算法不受纹理内存的限制。在进行纹理映射时,通过剪切(Shear)变换和三维图象的分割,加快给制速度。与多种经典的快速体绘制方法进行测试比较,该方法达到了交互的效果和更高的绘制速度。  相似文献   

10.
利用图形硬件的纹理映射和可编程GPU功能,高效实现基于焦点区域的体绘制.使用模板缓存检测机制把体数据标记为3个不同的区域,然后对标记区域使用基于纹理映射的方法分别绘制;同时使用基于GPU方法实现了周围区域的体轮廓绘制以及体绘制中多个转换函数的指定过程.文中方法使得体绘制系统实现容易、可扩展性好.  相似文献   

11.
高性能GPU使得体绘制在廉价的硬件上获得良好的性能,但海量数据体绘制的效率依旧低下.本文探讨了GPU体绘制中图形硬件的瓶颈,并提出新颖的算法解决这些问题:采用数据分块和八叉树划分体数据实现空单元跳过优化.该算法解决了海量数据超过可用纹理空间的难题,同时允许实时改变体绘制传递函数.  相似文献   

12.
The sense of being within a three-dimensional (3D) space and interacting with virtual 3D objects in a computer-generated virtual environment (VE) often requires essential image, vision and sensor signal processing techniques such as differentiating and denoising. This paper describes novel implementations of the Gaussian filtering for characteristic signal extraction and wavelet-based image denoising algorithms that run on the graphics processing unit (GPU). While significant acceleration over standard CPU implementations is obtained through exploiting data parallelism provided by the modern programmable graphics hardware, the CPU can be freed up to run other computations more efficiently such as artificial intelligence (AI) and physics. The proposed GPU-based Gaussian filtering can extract surface information from a real object and provide its material features for rendering and illumination. The wavelet-based signal denoising for large size digital images realized in this project provided better realism for VE visualization without sacrificing real-time and interactive performances of an application.  相似文献   

13.
Illumination rendering, including environment lighting, indirect illumination, and subsurface scattering, plays an important role in many graphics applications such as games and VR systems. However, it is difficult to run in real-time due to its highly computational cost. We introduce a GPU-based light hierarchy for real-time approximation of the illumination. We store virtual point lights in images and then build the view-independent hierarchy of the lights into image pyramids, with a simple and rapid clustering strategy. We approximate the illumination with small numbers of groups of lights instead of large numbers of individual lights, using a new tree traversal algorithm on programmable graphics hardware. Although we implemented our method without occlusion, we obtained visually good results in many cases. Entire steps run on programmable graphics hardware in real-time without any preprocessing.  相似文献   

14.
提出一种基于GPU的高程并行插值算法,实现了对三维地表上海量离散点的并行加速渲染。通过高程纹理组织三维地表网格高程数据作为离散点渲染的基础,并通过GLSL编写GPU着色器程序动态控制图形渲染管线,实现视点相关的高程并行插值算法。实验结果表明,提出的基于GPU的高程并行插值算法较传统的内存插值算法,将三维地表上海量离散点的渲染量级从百万级提高到了千万级。  相似文献   

15.
使用GPU编程的光线投射体绘制算法   总被引:6,自引:0,他引:6  
将传统的光线投射体绘制算法在具有可编程管线的图形处理器(GPU)上重新实现.首先将体数据作为三维纹理保存在显存中,然后通过编写顶点程序和片段程序将光线进入点/离开点计算和光线遍历的计算移入GPU中执行,最后根据不同的采样点颜色混合公式实现不同的绘制效果.文中算法仅需绘制一个四边形即可完成三维重建.实验结果表明:在进行光照效果的重建时,该算法能够达到实时交互的绘制要求,并能实现半透明等复杂绘制效果.  相似文献   

16.
距离变换在图像处理中有着非常广泛的应用。由于3D图像数据的复杂性,传统基于CPU的3D距离变换效率较低。为此,研究了将3D图像数据有效地组织到纹理中存储的方法,设计并实现了基于GPU的3D距离变换并行算法。实验结果表明,相对基于CPU的算法,该方法具有非常高的加速比。  相似文献   

17.
We introduce a novel solid modeling framework taking advantage of the architecture of parallel computing on modern graphics hardware. Solid models in this framework are represented by an extension of the ray representation — Layered Depth-Normal Images (LDNI), which inherits the good properties of Boolean simplicity, localization and domain decoupling. The defect of ray representation in computational intensity has been overcome by the newly developed parallel algorithms running on the graphics hardware equipped with Graphics Processing Unit (GPU). The LDNI for a solid model whose boundary is represented by a closed polygonal mesh can be generated efficiently with the help of hardware accelerated sampling. The parallel algorithm for computing Boolean operations on two LDNI solids runs well on modern graphics hardware. A parallel algorithm is also introduced in this paper to convert LDNI solids to sharp-feature preserved polygonal mesh surfaces, which can be used in downstream applications (e.g., finite element analysis). Different from those GPU-based techniques for rendering CSG-tree of solid models Hable and Rossignac (2007, 2005) [1] and [2], we compute and store the shape of objects in solid modeling completely on graphics hardware. This greatly eliminates the communication bottleneck between the graphics memory and the main memory.  相似文献   

18.
Real-time three-dimensional (3D) graphics is emerging rapidly in multimedia applications, but it suffers from requirements for huge computation, high bandwidth, and large buffer. In order to achieve hardware efficiency for 3D graphics rendering, we propose a novel approach named index rendering. The basic concept of index rendering is to realize a 3D rendering pipeline by using asynchronous multi-dataflows. Triangle information can be divided into several parts with each part capable of being transferred independently and asynchronously. Finally, all data are converged by the index to generate the final image. The index rendering approach can eliminate unnecessary operations in the traditional 3D graphics pipeline, the unnecessary operations are caused by the invisible pixels and triangles in the 3D scene. Previous work, deferred shading, eliminates the operations relating to invisible pixels, but it requires huge tradeoffs in bandwidth and buffer size. With index rendering, we can eliminate operations on both invisible pixels and triangles with fewer tradeoffs as compared with the deferred shading approach. The simulation and analysis results show that the index rendering approach can reduce 10%-70% of lighting operations when using the flat and Gouraud shading process and decrease 30%-95% when using Phong shading. Furthermore, it saves 70% of buffer size and 50%-70% of bandwidth compared with the deferred shading approach. The result also indicates that this approach of index rendering is especially suitable for low-cost portable rendering devices. Hence, index rendering is a hardware-efficient architecture for 3D graphics, and it makes rendering hardware more easily integrated into multimedia systems, especially system-on-a-chip (SOC) designs.  相似文献   

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