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Volumetric data organization method that allows for cache efficient rendering speedups and efficient graphics hardware design

机译:体积数据组织方法,可实现高速缓存有效的渲染加速和有效的图形硬件设计

摘要

A volumetric data organization method for volume rendering that is both cache efficient and efficient for hardware graphics design and utilization. A volume data set is divided up into a number of smaller sub- volumes or blocks through a process called blocking. The size of each sub- volume is a function of the computer system being used and/or the application program being run. Typical sub-volume sizes are approximately 5% of cache size. Each voxel tuple in a volume data set is converted to a linear address for linear storage in memory. Two techniques are used for blocking: overlapping and non-overlapping. The non-overlapping blocking technique divides the volume data set up into sub-volumes such that each sub-volume contains a unique set of voxels with no overlap of voxels between sub-volumes. The overlapping blocking technique expands each sub- volume to include voxels located on six planes that are located one voxel away from the sub-volume's existing bounding planes. After employing either technique, each sub-volume can be selected as containing desired or non-desired data. The volume rendering system ignores any sub-volumes that do not contain desired data, greatly speeding up rendering time.
机译:一种用于体积渲染的体积数据组织方法,该方法既可以高速缓存,又可以有效地进行硬件图形设计和利用。通过称为阻塞的过程,将卷数据集分为多个较小的子卷或块。每个子卷的大小取决于正在使用的计算机系统和/或正在运行的应用程序。典型的子卷大小约为缓存大小的5%。将卷数据集中的每个体素元组转换为线性地址,以线性存储在内存中。有两种技术用于阻塞:重叠和非重叠。非重叠阻塞技术将体数据设置为子体积,以使每个子体积包含一组唯一的体素,子体积之间不存在体素重叠。重叠分块技术将每个子体积扩展为包括位于六个平面上的体素,这些平面位于与子体积的现有边界平面相距一个体素的位置。在采用任何一种技术之后,每个子体积都可以被选择为包含期望或不期望的数据。体绘制系统会忽略任何不包含所需数据的子体积,从而大大加快了绘制时间。

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