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Yuan Bin. Rectilinear Grid GPU Raycasting with B-Spline Hybrid Filtering[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(1): 110-119.
Citation: Yuan Bin. Rectilinear Grid GPU Raycasting with B-Spline Hybrid Filtering[J]. Journal of Computer-Aided Design & Computer Graphics, 2013, 25(1): 110-119.

Rectilinear Grid GPU Raycasting with B-Spline Hybrid Filtering

  • To render rectilinear grid quickly to produce high quality image,this paper gives B-spline hybrid filtering and implementation speed grid that are applied to GPU-raycasting for rectilinear grid.Proposition about sign property of derivative of B-spline basics is proved.Furthermore,it is shown that there are significant errors in some cases when S&H method is used to compute derivative of B-spline.According to such a conclusion,in ray integration,S&H method is used if the condition is satisfied;otherwise B-spline basic equation is used.Moreover,proposition about range of derivatives of B-spline functions is proved,so that gradient magnitude modulation and speed grid are implemented in GPU;in ray integration,interfaces between materials are shown with gradient magnitude modulation and empty space is skipped with speed grid.As a result,GPU-raycasting with the hybrid method in this paper frees artifacts caused by generalized S&H algorithm;it is faster than stationary step GPU-raycasting based on B-spline basic equation;it can represent the true feature of things measured or simulated if they are smooth.
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