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Rendering objects having multiple volumes and embedded geometries using minimal depth information

机译:使用最少的深度信息渲染具有多个体积和嵌入式几何的对象

摘要

A method renders an object including multiple volumes and polygons. The method casts a ray through the object for each pixel of an image. Each rays is partitioned into segments according to surfaces of each volume. Color and opacity values are accumulated for each segment of each ray. Starting depths of each segment are merged and sorted, in an ascending order, into a combined depth list. Consecutive pairs of starting depths are taken to perform the following steps until done. A front clip plane and a back clip plane are defined for each pair of starting depths. Polygons between the front clip plane and a next volume surface are composited, voxels between the front clip plane and the back clip plane are composited, and polygons between the next volume surface and the back clip plane are composited.
机译:一种方法呈现包括多个体积和多边形的对象。该方法为图像的每个像素投射穿过对象的光线。每个射线根据每个体积的表面划分为多个部分。颜色和不透明度值是针对每条射线的每个段累积的。将每个段的起始深度合并并按升序排序到组合的深度列表中。采取连续的起始深度对来执行以下步骤,直到完成。为每对起始深度定义一个前夹面和一个后夹面。将前夹平面和下一个体积曲面之间的多边形合成,将前夹平面和后夹平面之间的体素合成,并将下一个体积表面与后夹平面之间的多边形合成。

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