光线投射算法是体绘制中的经典方法。
本文主要研究三维地震数据场的直接体绘制方法——光线投射算法。
In this paper, three-dimensional seismic data field of direct volume rendering-Ray Casting Algorithm is mainly studied.
实验结果表明本文算法既可以增强传统光线投射算法的绘制效果,也可以加快算法的速度。
The results of Experimental show that the algorithm can not only enhance the effect of traditional ray-casting algorithm, but also accelerate the speed of the algorithm.
充分的实验结果表明本文的算法达到了和传统光线投射算法相媲美的图像质量和相当高的绘制速度。
Sufficient experimentation shows that we could reach a good frame rate and a satisfied image quality, which could be compared to the result of ray casting.
该文综述了当前医学图像三维重建中基于光线投射算法的几种改进算法,对各种改进算法的优缺点进行了比较。
This paper summarizes some improved algorithm of Ray-casting algorithm apply to current Three-dimensional reconstruction of medical images and compare their merits and demerits.
其光线投射算法从屏幕上的每个像素点出发,沿设定视点方向,发出一条射线,沿该射线选择若干个等距采样点。
Ray casting were stared out at every pixel on screen along viewpoint direction, and then some sample points were selected on the line.
光线投射算法显示速度较慢,本文在深入分析其原因的基础上,提出利用投影角度相关信息来提高旋转显示的速度。
The rendering speed of conventional ray-casting algorithm is very slow. Anew approach is presented here to notably improve the display speed using rotate-relative messages for further processing.
最后,将处理后的水体和地层数据合并,并通过直接体绘制中的光线投射算法有效地实现了水声体数据的三维可视化。
Finally, the processed water and seafloor data is combined, and then the visualization of SAS volume data is achieved by the ray casting algorithm of direct volume rendering.
实现了一种基于图形处理器的单步光线投射算法,并在此基础上提出了一种基于空间跳跃技术的光线投射算法,以实现加速。
A single-pass ray-casting algorithm is developed based on GPU(graphics processing unit), and on the basis of this algorithm an accelerated algorithm is proposed based on space leaping technique.
将传统的光线投射体绘制算法在具有可编程管线的图形处理器(GPU)上重新实现。
In this work, we implement the traditional ray-casting-based volume rendering algorithm on the programmable graphics processing unit (GPU).
针对传统图形绘制算法速度慢,质量不高的缺点,提出了一种快速的基于光线投射法的体切割预处理方法。
To overcome the disadvantages of the traditional volume clipping algorithm, this paper proposes a fast volume clipping method based on ray-casting.
光线投射法是一种重要的体绘制算法,但直线上采样点的确定和采样值计算是非常费时的,也是影响体绘制实时性的重要因素。
Ray casting is an important algorithm in direct volume rendering, but it has the disadvantages of the large amount of computation and inefficient computation of sampling-points.
光线投射法是一种重要的体绘制算法,但直线上采样点的确定和采样值计算是非常费时的,也是影响体绘制实时性的重要因素。
Ray casting is an important algorithm in direct volume rendering, but it has the disadvantages of the large amount of computation and inefficient computation of sampling-points.
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