摘要
针对大规模体数据通常不适合于硬件三维纹理加速绘制的问题,使用基于区域分裂的LBG算法对大规模体数据进行矢量量化压缩,使得其压缩编码适合硬件纹理空间大小.并在图形硬件的可编程渲染器中对压缩后的三维纹理体数据进行实时地矢量解码和绘制,在解码过程中通过设定掩码纹理给出了大规模体数据的局部感兴趣区域的体绘制.实验结果表明,在不同压缩比和信噪比下,大规模体数据绘制的图像仍然具有较高的质量且维持高帧速率,绘制性能满足实时交互.
Large volume data usually cannot be adapted to 3-D texture for hardware accelerated rendering. To compress the volume data to the texture size, an LBG algorithm of vector quantization based on region split method is used to make code of compressed of large scale volume data with high compression ratio. The programmable shader of graphics processing unit decodes the 3-D texture of compressed volume data and renders the decoded data in real-time. Within the decoding process, a 3-D texture of mask volume data is selected to make the local rendering of region of interest (ROI) for very large scale volume data. The rendering results show high frame ratio under different compression ratios and signal to noise ratios (SNR) with good visual quality, so the performance can support real-time interaction.
出处
《东南大学学报(自然科学版)》
EI
CAS
CSCD
北大核心
2005年第3期475-479,共5页
Journal of Southeast University:Natural Science Edition
关键词
体绘制
矢量量化
体数据压缩
三维纹理
Algorithms
Data compression
Decoding
Real time systems
Signal to noise ratio
Textures
Vector quantization