Ray casting sparse level sets.
SIGGRAPH(2012)
摘要
ABSTRACTThis paper presents an interactive rendering method for sparse level sets. A GPU-CPU hybrid ray casting approach is developed to perform a surface extraction of a level set embedded in a signed distance field. The sparseness of the data structure is exploited to allow object-order empty-space skipping. The signed distance nature of the dataset is used to naturally provide adaptive sampling which leads to high quality surface reconstruction. Ray surface intersections are rendered as oriented points with smooth normals computed directly from the dataset. Alternative shading methods are possible after the intersections are found, however, we explicitly use only normals as the main purpose is to have this method work interactively with other similarly shaded objects in the same scene.
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