论文标题

互动焦点+六面体网状检查的上下文渲染

Interactive Focus+Context Rendering for Hexahedral Mesh Inspection

论文作者

Neuhauser, Christoph, Wang, Junpeng, Westermann, Rüdiger

论文摘要

由于混乱和遮挡,在同时呈现所有元素面或它们的边缘时会产生的六面体网格在元素质量方面的目视检查。当前的方法通过将重点放在然后呈现不透明的特定元素上,并消除所有遮挡观点的元素来克服这个问题。在这项工作中,我们利用高级的GPU着色器功能生成焦点+上下文渲染,该功能突出了所选区域中的元素,并同时传达了周围环境中的全局网格结构。为了实现这一目标,我们提出了从基于边缘的焦点渲染到体积上下文渲染的逐步过渡,通过将基于碎片着色器的边缘和面部渲染与每个像素片段列表结合在一起。碎片着色器在线框和基于面部的渲染之间平稳过渡,包括焦点依赖性渲染样式和深度依赖性边缘厚度和光环,以及每个像素片段列表以正确的可见性顺序融合片段。为了维持上下文区域中的全球网格结构,我们提出了一种新方法,以构建基于表格的细节层次结构,并将其与体积信息顺利融合。用户通过移动类似镜头的热点来指导勘探过程。由于所有操作均在GPU上执行,因此即使对于大型网格,也达到了交互式帧速率。

The visual inspection of a hexahedral mesh with respect to element quality is difficult due to clutter and occlusions that are produced when rendering all element faces or their edges simultaneously. Current approaches overcome this problem by using focus on specific elements that are then rendered opaque, and carving away all elements occluding their view. In this work, we make use of advanced GPU shader functionality to generate a focus+context rendering that highlights the elements in a selected region and simultaneously conveys the global mesh structure in the surrounding. To achieve this, we propose a gradual transition from edge-based focus rendering to volumetric context rendering, by combining fragment shader-based edge and face rendering with per-pixel fragment lists. A fragment shader smoothly transitions between wireframe and face-based rendering, including focus-dependent rendering style and depth-dependent edge thickness and halos, and per-pixel fragment lists are used to blend fragments in correct visibility order. To maintain the global mesh structure in the context regions, we propose a new method to construct a sheet-based level-of-detail hierarchy and smoothly blend it with volumetric information. The user guides the exploration process by moving a lens-like hotspot. Since all operations are performed on the GPU, interactive frame rates are achieved even for large meshes.

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