摘要
基于3D纹理的直接体绘制算法可以在保证图像质量的同时达到较好的交互性能,但由于纹理内存的限制,大规模数据场的3D纹理直接体绘制比较困难。作者提出了一种适用于计算流体力学(ComputationalFluidDynamics,CFD)数据场的八叉树3D纹理分割算法。该算法首先对数据场进行层次分割,然后根据CFD数据场的四面体网格特点插值生成规则网格数据场,最后生成基于八叉树结点的3D纹理子块。试验证明该算法可以较好地实现CFD大规模数据场的直接体绘制,渲染速度基本达到交互性的要求,较好地体现数据场内部的层次与结构关系。
Direct volume rendering based 3D texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data. This paper gives a 3D texture division algorithm based octree and Computational Fluid Dynamics (CFD) data set, which carries on the division of the data field at first, then turns the tetrahedron mesh of CFD data field into the regular mesh data field, finally produces some 3D texture blocks. The experiment proves that this algorithm can realize direct volume rendering of large CFD data field and render high quality images at interactive basically. It can reflect better inner arrangement and structure of volume data field.
出处
《工程图学学报》
CSCD
北大核心
2005年第3期60-65,共6页
Journal of Engineering Graphics
基金
国家自然科学基金资助项目(60273044)
安徽省自然科学基金资助项目(01042201)
中国科学院"百人计划"资助项目。